Blender and Ghoul2 (.glm) files -1 reply

  • 1
  • 2

Please wait...

Embee

Homo Obnoxius

50 XP

13th December 2009

0 Uploads

2,205 Posts

0 Threads

#1 8 years ago

Hello

I've recently downloaded the latest Blender modelling software (it's free, 2.49, if I'm not wrong)

It's quite easy and fun, but what is it good for if I'm not able to make models for Jedi Academy ?

I've been searching around for .glm (and .md3) plugins for Blender, but I haven't found it.

Technically, I did, here: Mt-Wudan :: , but Mt-Wudan seems to have closed all activity. I can't find anything at all, and Wudan was my only hope with his "Blender GLM tools"...

Does anyone have that plugin/tool, so I can make models for JK3 ? So I can import/export .glm and .md3 files ?

Or the other way around, does anyone know how I can make models and make them compatible with JK3 ?

Thanks.




Mr. Wonko

Addicted to GF

50 XP

24th September 2006

0 Uploads

277 Posts

0 Threads

#2 8 years ago

Wudan's im-/exporter's the only one for glm so far.

I've started writing one myself not too long ago, but never got it done. So far it can import weighted, UV-mapped models with textures (everything except animations) but doesn't work on every model, which I believe is because some models are "invalid", which I guess is due to having faces of the size 0 (two vertices at the same position). I can't really do anything about that (unless I rewrite everything, taking this into account, but that'd make the importer even slower and takes time and isn't worth it in my opinion. Maybe when I'm done...)

Thanks for showing me there's actually people wanting this, I think I'm gonna try and finish it. I'm not promising anything though.

There are working md3 exporters, though you won't find one that suits all your needs, one needs all textures to be in the same folder and named like the materials, another doesn't support animations and so on. Don't remember where, but google should help you.




Embee

Homo Obnoxius

50 XP

13th December 2009

0 Uploads

2,205 Posts

0 Threads

#3 8 years ago

Thanks.

Actually, I don't need so much. All I wanted to do is import the shadowtrooper, stormtrooper and swamptrooper and create a new trooper by using parts, and if possible, add some new things. I don't know if so many things like uv-mapping, animations and such are needed :/.

Anyway, thanks for the answer, and I'm looking forward to using your "plugin", if it ever comes out =p




Jose Carlos

Why? Cause normal is boring.

50 XP

29th March 2006

0 Uploads

2,118 Posts

0 Threads

#4 8 years ago

You don't need Blender for that. In fact, even with Wonko's plugin, you can't use Blender for that. Player models need to be exported in .xsi format. For that, use XSI Mod Tool. Free, capable and a bit easier to learn than Blender.




Embee

Homo Obnoxius

50 XP

13th December 2009

0 Uploads

2,205 Posts

0 Threads

#5 8 years ago

Alright, I'll give it a try, but does it allow me to import models from basejka ? I'm mainly looking for a software which allows me to import models, edit them and export them, so I can use them ingame.




minilogoguy18

kitty dances for rep!

50 XP

4th September 2004

0 Uploads

2,675 Posts

0 Threads

#6 8 years ago

XSI never got a .glm plugin but you don't need it if you just want to import base models because raven released all the base models and animations in .xsi format on jk3files. Click the link in my sig to learn more.

The .glm format is a good deal different than most people think, it's a compiled format that isn't directly exported from any program, it's compiled from a .xsi file. While some programs have importers they only can do so much, you only get the geometry and texture mapping, no bones or envelope weights.




Embee

Homo Obnoxius

50 XP

13th December 2009

0 Uploads

2,205 Posts

0 Threads

#7 8 years ago

Alright, I'll check it then, and see if I can make a model starting with stormtrooper :)

I have to admit, XSI, is .... different. I don't understand ANYTHING of this. I've imported Stormtrooper, but I can't see anything, even though it has shown me that it was importing etc ...




Mr. Wonko

Addicted to GF

50 XP

24th September 2006

0 Uploads

277 Posts

0 Threads

#8 8 years ago

Jose Carlos;5419610You don't need Blender for that. In fact, even with Wonko's plugin, you can't use Blender for that. Player models need to be exported in .xsi format. For that, use XSI Mod Tool. Free, capable and a bit easier to learn than Blender.[/QUOTE] Nope. By writing a proper .glm exporter, the assimilate step (xsi to glm conversion) can be skipped altogether.

[QUOTE=minilogoguy18;5419853]While some programs have importers they only can do so much, you only get the geometry and texture mapping, no bones or envelope weights.

Well, my importer can, but without a proper exporter it's not much use.




Embee

Homo Obnoxius

50 XP

13th December 2009

0 Uploads

2,205 Posts

0 Threads

#9 8 years ago

I can't really agree on XSI mod tool being easier to use than Blender. I've been looking for tutorials around, but I'm completely unfamiliar with all these interfaces, menus, etc ...

With blender, I took one tutorial and was able to understand it, but I hadn't got any good "blueprints" for my model, so it looked quite crappy ... That was before I installed Windows 7, so all files are gone now :(




minilogoguy18

kitty dances for rep!

50 XP

4th September 2004

0 Uploads

2,675 Posts

0 Threads

#10 8 years ago

Mr. Wonko;5420220Nope. By writing a proper .glm exporter, the assimilate step (xsi to glm conversion) can be skipped altogether.

Well, my importer can, but without a proper exporter it's not much use.

Yeah but a real modeler has absolutely no use for a glm importer as they can make all their work on their own.




  • 1
  • 2