Skinning saber hilt. -1 reply

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Sigma

I don't spend enough time here

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8th December 2002

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#1 16 years ago

Yo, this is the modeler of the reverse grip hilt. Im having some trouble with the skinning of this saber. Say i have the model all ready and I have a skin for the uv map but it isnt applied. where should the files be located, and what should i do from there to get the skin applied to the in-game model?:o




Talutah

Digitally Remastered

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10th December 2002

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#2 16 years ago

Hey,

Ok, name your model w_saber in MAX, or whatever program you made it in, and export it as an MD3 files. If you don't have an MD3 exporter, search for it on yahoo, it's not too hard to find. Now open up note pad and type in: w_saber,models/weapons2/saber_*your saber name here*/*your texture name here*.jpg

Then save that as a skin file. Now open MD3View in the tools and open your hilt MD3. Then click file, aply skin, and select the skin file you made. Now it should be textured. Click file, export as GLM, and then toss the GLM and the texture map in to a pk3file.

And you're done. You know have a JediMod compatable hilt. if you want it to have an icon, just follow the instructions in your jedimod/jediplus/whatever folder. There is a text file there that explains all that.

Hope that helps. Feel free to email me, if you need more help. I've made a few hilts myself this way. (Oh, and a tip, just in case, the Quake3 engine only supports textures that are multiples of 32pixels [32, 64, 128, etc] I forgot that and spent forever trying to find out why my texture wouldn't load in game.)

:cya: