glm files -1 reply

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RASAS

The Internet ends at GF

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24th January 2008

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#1 9 years ago

what are the glm files in a model ? how are they created and accessed ?




loda

the dude

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18th March 2005

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#2 9 years ago

what exactly are you trying to accomplish with GLMs?

GLM (Ghoul 2 Model) files are how the player/saber models are stored in JK3. (models/players/kyle/model.glm) (models/weapons2/saber/saber_w.glm) opposed to MD3 models, which are used for guns/map objects (models/weapons/disruptor/disruptor.md3) (models/map_objects/bespin/panels.md3). (Im assuming because GLM files are more compatible with animations, as referenced by the use of GLA (GhouL Animation file) files in JK3.

GLM files are textured by inherently or by .skin files, while MD3's are either textured inherently or by .qc files ... I think.

In mapping, you can put a GLM file in a map by either using the misc_G2Model entity or by converting it to an md3 (refer here: Map-Craft » Forums » Modelling » GLM-> Md3?????)

If you want to create a .GLM model you need a modeling program like...:

Blender Gmax 3dsMax Milkshape XSI tools (?)

I'm not a modeler but i know those are some of the popular modeling tools for JA.




RASAS

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24th January 2008

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#3 9 years ago

oh so your saying that these glm files were created through these 3d modeling tools you mentioned.




sinchiss

Om nom nom

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12th May 2008

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#4 9 years ago

If by "these" you mean Raven's models (the models in base JA), then probably not. I'm fairly sure Raven used a different software, but the ones Ioda mentioned will work fine. I'm not a modeler either, but most people seem to use 3dsMax, so your best bet would probably be that.




=Someone=

MovieBattles II Modeler

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15th January 2008

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#5 9 years ago

Being a modeler, I can add that Raven likely used Softimage|XSI (among many other reasons: seeing how Jedi Academy only needs two file-formats for models, and one of 'em is .xsi.) and that you don't create .glm with any of the modelling tools mentioned above. You create them with the SDK provided by Raven (link can be found on jk3files). The modelling tools mentioned above, however, can feed said SDK with .md3 and .xsi.




minilogoguy18

kitty dances for rep!

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4th September 2004

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#6 9 years ago

They used a combination of 3ds max and XSI cause XSI has no .md3 support.




RASAS

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24th January 2008

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#7 9 years ago

so in order to see or view the model in the glm file of a character in JA, i use either of the modeling programs xsi softimage or 3ds max ? however commonly most modelers use 3ds max instead of xsi softimage ?




Guest

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#8 9 years ago

To edit GLM files, a moddelling program is required. However, you can open and veiw them using Modveiw.




=Someone=

MovieBattles II Modeler

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#9 9 years ago

Modview is likely the most convenient way to simply view .glm files (there's also a tool called Md3View in the SDK to easily view .md3). Here's a guide on how to set them up to work properly, in case you want to use 'em: Setting up ModView - MovieBattles II Wiki

There's also the option to import .glm into 3ds max and many of the other modelling programs, but unless you want to edit the model itself, using ModView sure is the quicker, more convenient way.




minilogoguy18

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4th September 2004

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#10 9 years ago

I dunno why so many people used 3ds max over XSI for JA. 3ds max is alot slower of a program and XSI's animation tools are far superior, 3ds max's interface is just easier to understand. I used to use max and now I'd never touch it again, autodesk bought XSI and kept the same developers probably because it was easier than trying to get 3ds max up to par with XSI.




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