Okay so I'm a little late to the scene in modding for Jedi Knight 2, but but it seems there's still no shortage of people enjoying the game like me which is nice. And plenty of Quake III based games to boot.
I've started out by customising a skin, might release it though it's mostly just silly. After the huge headache of trying to get it to work (and finding it was a combination of me not zipping my .pk3 files right followed by me running a "Pure" server when trying to test!!! ARGH!), I managed to get the hang of the basic steps in skinning (the Photoshop part I'm semi-competent in already).
However, what I'm hoping to do now is take one of the existing models and edit some of the geometry to make it better suited to skinning as I intend. Now, I'm not familiar with the formats JK2 is using, so what I was hoping for was a simple tutorial along these lines: - How to disassemble a JK2 character model - What to open it with - How to save it back to a JK2 model
I've had a look but many are very, very program specific which makes it hard to get useful information out of them, and many more still are just plain missing (which makes it somewhat harder to get info from them!!). Also, please bear in mind that I'm on a Mac, however most 3d applications have equivalents for Mac so it shouldn't be a problem, if I can steer clear of needing to use emulation then that would be great.
Okay, I think I've got some of the programs I need on Mac. However I've hit a snag already, I can't seem to find anything that lets me open .glm files (which as far as I can tell must contain all the .md3 files I need?) from the existing game. Anyone know of anything I can use to do dissassemble a .glm or maybe even a program whose sourcecode is available and should be compilable? I hate proprietary formats :)
Ugh, I know nothing of modelling, But I beleive there is a plugin to open ghoul2 files?
i'm having the same problem, mac not being able to open .glm files......... arghh