View Full Version : Question about modview

10-05-2003, 01:27 PM
What do I do about the error "missing animation for player_humaniod" or something like that?

10-06-2003, 12:43 AM
There's a file you haven't uncomressed from the assets pk3's I'd recommend that you completely extract both assets0.pk3 and assets1.pk3. I had that same problem when I first started.

I think it's called "_humanoid.gla"

10-09-2003, 10:54 PM
Below is a little tutorial I whipped up for modview for JK2, most is still the same but a newer version will be available soon. Hope this helps.
:mad: Dog

ModView Tutorial



What you are going to need to get started:
JK2 Installed on your PC
JK2 Editing Tools (v1.0) Installed on your PC
Winzip Installed on your PC

Here is a little tutorial I have whipped up concerning ModView and getting it set up. First off we all, need to have our JK2 game installed. The second step will be to visit this link http://www.jediknightii.net/files/index.php?link=file&id=950 and download the JK2 Editing Tools (v1.0) supplied by Raven. After the download has finished, open the zip file and extract it to
C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData.
Be sure to extract them to this directory or they will not work. Then we are going to need a zip program; I use Winzip. A trial version is available at this link http://www.winzip.com/ddchomea.htm; install the program onto your computer. Before you go opening up ModView there is one more thing you need to do before you get started. Open up the assets0.pk3 that can be found in this directory:
C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\Gamedata\base.
Then you will see a list of all of the files within, click on the tab labeled “Name.” This sorts the files by name A-Z and the first file should be _humanoid.gla. Drag this file to this directory
C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\Gamedata\base\models\players\_humanoid.
You might need to create the _humanoid folder.

Now you are almost ready to use ModView. You will need some models and skins to work on; you can obtain these on the Internet at such sites as http://www.jk2files.com or http://www.jediknightii.net/files or you can use the ones that are included in the game. To do this you will need to open up the assets0.pk3 and extract all of the files to a new folder on your desktop or where ever you choose by using WinZip. In the new folder go into the directory //models/players and copy the folder or the file that you would like to edit and place it in
C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\Gamedata\base\models\players. I always leave a copy of the original just in case.

Now you can open the file in ModView by going to C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\Gamedata\Tools and open the ModView.exe enclosed. Click on the file tab, then open, and then browse for the file, which should be in this directory: C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\Gamedata\base\models\players, and this directory only, then open the model.glm. You will get a message saying it can not read the “texture/common/caps” and it will ask if you still want to receive this message for this model, click yes or no. It’s up to you; I clicked no.

Now you are all set. Left-click and drag your mouse on the screen to rotate the skin, right-click your mouse and drag to zoom in and out, and left-click while holding the “Alt” key to move the skin vertically or horizontally. On the upper-lefthand side underneath the toolbar (file, edit, view, etc… tabs) there is a white box with a file tree entitled model.glm. Click on the boxed “+” to expand it and show the trees (subdirectories); click on a boxed “–” to collapse that tree. This has now opened a few more trees: “Surfaces”, “Tag Surfaces”, “Bones”, “Skins available”, and “Sequences (from animation.cfg)”. If you open “Surfaces and ////////stupidtriangle_off, a few more trees open up with body parts like hips, legs, torso, etc… all of these are can be opened and help identify which parts are which and where they are.

Now onto the buttons underneath the toolbar (file, edit, view, etc… tabs), these buttons look like the buttons on your stereo: rewind, frame decrement, stop, frame advance, play, play with force wrap, go to end frame, play faster and play slower. After this set of buttons you will find a few more: “Reset Viewpos”, that resets your view position; “Tex” button, that refreshes the textures; and “Cycle FOV”, that brings the skin forward and backward.

There are a few more options available under the edit and view buttons along the top like the option to change the background color and the ability to take screenshots and where to save them to. This is a pretty much all you really need to know to get started and use ModView to test your progress of your work.

Good luck on you skins, I hope this has helped you. Feel free to pass this around, just give me a little credit.


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Proofread and Edited by {ICoP}FurySpawN