Attention Gmax Users -1 reply

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CamoTuxManDBL

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13th October 2003

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#1 16 years ago

I've been having difficulties using the free program GMAX to create Jedi Outcast models, and I would like to save new Gmax users from similar frustrations. So far, I've been able to successfully create a new lightsaber model and have the blade originate on the hilt. I won't go into full details, but I will share how I did this with anyone who is trying to figure out Gmax. Before you can put your new lightsaber into Jedi Outcast, you must go to the discreet website (the same place where you downloaded GMAX) and download the Tempest game pack. This is a version (a mod, if you will) of gmax that will allow you to convert .gmax files into MD3 files. You also need to download Raven's Tool kit, which you can find all over the internet. 1.) The first step is to make your lightsaber model (obviously). 2.) Once you've made it exactly how you like it, you need to make two very small cylinders (you might be able to use other shapes, but I know that cylinders work). 3.) Make sure that your lightsaber model is oriented strait up and down in the view screen, with the emitter (where the blade comes out) at the top of the model. 4.) Take one of your small cylinders and rename it "tag_flash." 5.) Select the rotate tool, and rotate "tag_flash" negative 90 degrees on the y axis. The easiest way to do this is to right click on the rotate tool, and in the y square, type "-90" (the minus sign is very important). 6.) Place "tag_flash" at the point on the saber where you want the blade to emerge. 7.) Rename your second small cylinder "tag_parent." 8.) Place "tag_parent" inside the lightsaber model, centered in the middle of the hilt. 9.) Save your file, then open it with the tempest game pack. 10.) Use the tempest game pack to export your model as an md3 file. 11.) Use the Raven tool kit's MD3viewer program to convert your md3 into a .glm file (this is the model file that Jedi Outcast recognizes). 12.) Zip up your glm file using the proper directory paths, and rename the .zip file into a .pk3 file. (For more information about this, www.jk2files.com has a good tutorial on making player models that discusses setting up the proper directory path(s)). There are a few problems with this method, namely I can't get a texture to appear on the model, so its just grey. If anyone figures that out, could you let me know?




10th June 2003

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#2 16 years ago

Can Gmax make players (models), or vehicles for JA?




IMALES

DEAD CHICKEN

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20th August 2003

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#3 16 years ago

nope




CamoTuxManDBL

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13th October 2003

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#4 16 years ago

Yeah, sorry. In order to make models, you need to import kyle's skeleton into your modeling program, and build your model around it. As far as I know, no plugins exist for Gmax that will allow you to do this.




CamoTuxManDBL

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13th October 2003

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#5 16 years ago

Also, I just found a way to skin the lightsaber models. Once I figure out how to do it, Ill post it on this thread.




10th June 2003

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#6 16 years ago

So what can i use to make models? I need a free one pls...thanks




CamoTuxManDBL

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13th October 2003

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#7 16 years ago

Well, unless by "free" you mean "ridiculously expensive," 3D Studio Max is out. You might be able to use the program milkshape. I don't know much about it, so go look around. That's the best I can offer.