xsi in Assimilate (and without a detailed explanation provided by Asgarath83 and his configured copy of this program, I simply could not use it).Īll this was turning final assembly of the model into torture, completely eliminated the possibility of fast compiling and testing in the game of unfinished WIP models and was just terribly demotivating. glm model with correct custom vertex normals from. From mods to art to troubleshooting help, we probably have it. We host over 3,000 mods created by passionate fans around the world, and thousands of threads of people showcasing their works in progress and asking for assistance. xsi, and manually rewrite names of tag objects names before that Ħ. This community is dedicated to the games Star Wars: Jedi Outcast (2002) and Jedi Academy (2003). manually load external weight data for each object with the correct vertex normals transferred from blender via the. glm in Max and manually save weight data from each mesh object into external files (later I began to use the first step of this script for that) Ĥ. Now that you've made sure you have those settings checked, launch Jedi Academy. glm from Blender, without correct normals, but with skeleton and weight data ģ. Download Here Open ReShadeSetup5.1.0.exe Go to Jedi Academy's gamedata folder, and select 'jasp.exe' Select OpenGL in the installation prompt Select everything (If I knew what I selected, I'd put it here) Look through every page before clicking 'Next'. transfer mesh with correct normal data into 3dsMax as. Previously, to get a model with the correct custom normals, not the mess with ugly shading and lots of unwanted seams, I had to:ġ. To make it clear how much easier it is to compile the model now. OMG! It's working! Cagelight, you have provided an invaluable help to all the JA modelers working in the Blender!
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