milkshape and export glm -1 reply

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Mystery_Knight

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#1 16 years ago

Ok i got milkshape along with my other 3d programs, import yes, export no. i tried to do a 3do thru truespace and then save with the glm exstention, but it didn't work. anyone got a better export glm program i can use?

I have alot of models i would love to skin but they are lwo,3do,etc.




Bell

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#2 16 years ago

i export it as a md3, then use the md3 viewer that came with the tools to open it and export as glm




Mystery_Knight

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#3 16 years ago

~thank you. md3 viewer? is that the common name? or is there a program name?




Bell

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#4 16 years ago

MD3View.exe




Mystery_Knight

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#5 16 years ago

ok i got it with jk2radiant after last post, jk2rad crashes alot, so i import the glm into milkshape and then export it as a md3, then open viewer at the md3 and export it as a glm right?

When i try to make changes in the model it tells me it has 30 animations and only is allowed 1.

so i change the animation totals at the bottom then export it and do the rest, when iget a final redone glm it freexes the game or themodel becomes invisible.

md3viewer crashes soon as i load it, it looks for a file "cap.tga" not found.

and after 2min of clicking the ok button if finally get clear and do the import / export thing, but you know my results.

and to save as a md3 i have to create a cvc or whatever file, which i fiqured out how to do, but the crashes are a sign something is wrong.

Put a bullet in my hard drive and call it a day.




Bell

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#6 16 years ago

lol i have a few bullet holes in my machine as well. k so we are talking about a brand new player model that you made from scracth or changed and existing one right? now you want to put your new model in multi or single? if you are making a new npc to put in single then it gets nasty and there's alot you have to do. in a nutshell, you will have to import the xsi i think "skeleton" and weight your model to it, then you will have to create an npcs.cfg for it as well. give me more detail about what you are doing.




Mystery_Knight

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#7 16 years ago

yes exactically what you said. heh heh, ok, i'm taking a npc and using a new model for sp. But no matter how i change the npcs.cfg or bot files etc it still acts like the default charec.

Creating a new npcs is what i'm after right now, later i will import a new model and do the skelt/ani thing.

If you could email me with what you've got in your head (concerning my delima please).

I want to also make changes to existing models and export them properly from milkshape.

Why does my md3viewer have a screwed up window and can't find the skin.tga files?

As far as i can tell your supposed to import the glm into milkshape, then do the changes, then create a md3 control file then export as a quake3 md3 file, now take that and open the md3viewer and export as a glm, right?

When i do this everything works fine up to the part of export back as a glm, there is where the problem is it says it has 30 frames and md3's are only supposed to have 1 and it won't write the glm.

I have exported files with no error message, but it was a test i didn't change anything on the model.

:(




AngeI

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#8 16 years ago

i goto export inside of md3wiewer and it doesnt have the glm format listed.i got it thru another website and it wasnt the jk2editing pak becuz the md3 viewer neer worked in any of mine (?) so maby it comes with some sort of a plugin that it doesnt always have.:confused:




Bell

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#9 16 years ago

k i missed a step. check in your radiant tools folder for the model tutorial. thats where i got this from

ASSIMILATE This is the program that we use to convert our models in to glm files. It attaches the humanoid.gla, the animation file that Raven uses, to our own models. Firstly our models must be segmented, uvwmapped, all the verts must be weighted and the hierarchy must setup before we can successfully export to be assimilated. You have to export your model from max using the xsi exporter that Raven included in the first tool release. Now we need to extract the humanoid.gla file from our assets0.pk3. You can find it in your base folder, C:\Program Files\LucasArts\Star Wars JK II Jedi Outcast\GameData\base\asset0.pk3. I chose to unzip the full contents onto my hard disc, this was so that I could view the file structure they used and also because I'm nosey and like to have a look at all the things included.

If you go to models/players/_humanoid directory you will find the humanoid.gla .Don’t move it, you need for it to be in this folder because when you compile your model the game engine will look to the humanoid folder to get the animations. Basically this was done so that all the characters could share the same animations without the need of bulking up the game contents by adding 9megs of animations for each character.

Extract humanoid.gla to your own base/models/players/_humanoid/ folder. Now we have our folder structure and we can export our model (xsi format) your own folder. Save your model as root.xsi into your own model’s folder. (e.g. models/players/aurra)

Open assimilate - the front end program for the compiler carcass. Select the add file option and add the humanoid gla. Go to the control panel and press B - for build and assimilate will ask you what you want to save your .car file as. You can save it as anything you like, but I recommend you save it as model.car in your folder. Then carcass will compile everything. If there’s an error it will tell you so that you can fix the problems.

Ok now you should have successfully compiled a glm. This glm will be called model.glm or whatever you called the .car file. When you come to actually putting it in game it needs to be called model.glm but for now it can be called anything. Open Modview and load your new glm. Now you will see your model animated in modview. This is a good time to check that you have got the hierarchy setup and also check that your model is deforming well.




AngeI

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#10 16 years ago

im making a gun not a person forgot to mention.so wut do i seporate the parts into?




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