Goku Project -1 reply

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CassieCody

GF Pwns Me!

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16th January 2007

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#21 10 years ago

Inyri Forge;4745764How is "read a tutorial and learn" a "you should know how to do it yourself" attitude? You being lazy != to me thinking you should already know how to do it.

You're not the first person to come in here and demand we do all your work for you and you won't be the last. We don't help people who don't help themselves; we've already handed you everything you need to learn. When you have a real question about how to use whatever software you choose then post it.

In your sticky thread it has a bunch of modelling tools to use, but no tutorial on how to use them? I just want something simple done, I don't want to go and learn modelling just to do something simple, and then never model again. I came to these forums to request help with it. Perhaps give me a simple tutorial on EXACTLLY how to do it (Not tutorials on how to model, tutorials on how to cut off something on the model and put something else on it). Instead I get a person saying that almost every modeller can do it, but they won't. I don't exactlly see how saying you can do it but you won't helpful. It's like a tease, saying to a dog. I know how to take you for a walk, but I don't want to. Was I really coming in here demanding people to do the work for me? No, I came in here asking for help and advice on how to do a simple thing, and if it was extremely simple, and took less then 5 minutes, maybe they could do it for me. And yes, you do have a learn how to do it yourself attitude. Your saying you can do it, but you won't.




Inyri Forge VIP Member

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#22 10 years ago

I didn't say "I can do it, but I won't"; Jose said that. Although it is true. Just because I (or anyone else, for that matter) can do something doesn't mean we're obligated to.

And you should stop saying it's a "simple" thing that you're asking for, because it's not "simple" by any stretch of the imagination.




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#23 10 years ago

'Kay, I'll make this short and easy.

Jose's Accursedly Awesome Tutorial On How To Rip A Head Off A Model And Stick It On Another!

So, you wanna pull a good 'ole Doc Frank, eh? Feelin' a little iffy 'bout a model you like? Thinkin' "hey, this'd be really cool, if only the head didn't suck this badly"? Well Billy, have I got a guide for you! But first, we'll need the basics. So Billy, let's take a look at our wee lil' shoppin' list.

See here Billy, what we need first is a modeling program. Now now Billy, don't make that face! A modeling program is basically a pretty thingy that lets you move points around. Now, since we're dealing with a JA model, we'll have to do a little jiggery-pokery (...the hells? Firefox doesn't count that as a typo?).

See Billy, player models in JA are in the Ghoul2 (or .glm) format. Only 3ds Max can both import .glm and export .xsi files and that thing costs an abominable amount of money. So we'll just sneak around it and stab it in the back with a Giga Drill Breaker. We will actually need 2 modeling programs. The first one (a Milkshape trial version, Google it) will be used to take the .glm and export it as a .obj, the second one (XSI Mod Tool, Google it) to import the .obj, rig it and export it as the .xsi. You with me so far, Billy?

The second thing we need Billy, is the JA skeleton. That's in the Master Sticky, so go get it. You already have your models, so we'll be skipping the part where you find them.

Finally, Assimilate and Carcass. They're in the JA SDK on jk3files. Put them in c(or whatever your primary drive is):\base\models\players\_humanoid. Into that same folder drag the _humanoid.gla and animation.cfg from the Assets1.pk3 (basically a glorified zip file).

Now Billy, I'm going to assume you have the programs and know at least a little about using them. In case you don't, beat it and come back when you do. Open up the model with the body you want in Milkshape. Select the head and delete it. Select every object whose name starts with a '*' and delete those too. Now hide everything. In the same window open up the model with the head you want. This time delete everything but the head. Now unhide the parts you had earlier. By this point Billy, you should have a model with the body and the head you want. Now we just need to ship it over to XSI. So, go ahead and export it as a .obj file somewhere you know you'll find it.

Now open XSI Mod Tool and in that open the JA skeleton. Find and import the .obj you saved earlier. Scale and move the entire model to fit the skeleton. Set up the hierarchy so that every piece of the model is linked to the hips, which is linked to the stupid triangle. Weigh the model to the skeleton (Eclypse's tutorial in the Master Sticky), then export it as a .xsi into the _humanoid folder.

Now Billy, we're almost done. I can see the finish line from the saddle of my 10-foot tall horse. Open Assimilate, File-->Add file-->_humanoid.gla and hit the big-ass B button. If you did everything right, it'll compile like a dream. If not, go back to XSI, figure out what you did wrong and fix it. When you have a .glm, open up the Goku model's pk3 and replace one of the .glm files in there with your own. You'll also probably have to do a little tweaking of the .skin files (text files that tell the game where the model's textures are. easy to figure out once you open them. Notepad). Save and you're done.

Congratulations Billy, you're a Doc Frank! Go and show everyone what you've done! Now hold your head up high Billy, franking is nothing to be ashamed of.




AngelisFX

The Internet ends at GF

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23rd September 2008

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#24 10 years ago

Mikouen, has got it on the spot about what has happen around here, and Carlos ummm well interesting tut.




CassieCody

GF Pwns Me!

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16th January 2007

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#25 10 years ago

Jose Carlos;4745850'Kay, I'll make this short and easy.

Jose's Accursedly Awesome Tutorial On How To Rip A Head Off A Model And Stick It On Another!

So, you wanna pull a good 'ole Doc Frank, eh? Feelin' a little iffy 'bout a model you like? Thinkin' "hey, this'd be really cool, if only the head didn't suck this badly"? Well Billy, have I got a guide for you! But first, we'll need the basics. So Billy, let's take a look at our wee lil' shoppin' list.

See here Billy, what we need first is a modeling program. Now now Billy, don't make that face! A modeling program is basically a pretty thingy that lets you move points around. Now, since we're dealing with a JA model, we'll have to do a little jiggery-pokery (...the hells? Firefox doesn't count that as a typo?).

See Billy, player models in JA are in the Ghoul2 (or .glm) format. Only 3ds Max can both import .glm and export .xsi files and that thing costs an abominable amount of money. So we'll just sneak around it and stab it in the back with a Giga Drill Breaker. We will actually need 2 modeling programs. The first one (a Milkshape trial version, Google it) will be used to take the .glm and export it as a .obj, the second one (XSI Mod Tool, Google it) to import the .obj, rig it and export it as the .xsi. You with me so far, Billy?

The second thing we need Billy, is the JA skeleton. That's in the Master Sticky, so go get it. You already have your models, so we'll be skipping the part where you find them.

Finally, Assimilate and Carcass. They're in the JA SDK on jk3files. Put them in c(or whatever your primary drive is):\base\models\players\_humanoid. Into that same folder drag the _humanoid.gla and animation.cfg from the Assets1.pk3 (basically a glorified zip file).

Now Billy, I'm going to assume you have the programs and know at least a little about using them. In case you don't, beat it and come back when you do. Open up the model with the body you want in Milkshape. Select the head and delete it. Select every object whose name starts with a '*' and delete those too. Now hide everything. In the same window open up the model with the head you want. This time delete everything but the head. Now unhide the parts you had earlier. By this point Billy, you should have a model with the body and the head you want. Now we just need to ship it over to XSI. So, go ahead and export it as a .obj file somewhere you know you'll find it.

Now open XSI Mod Tool and in that open the JA skeleton. Find and import the .obj you saved earlier. Scale and move the entire model to fit the skeleton. Set up the hierarchy so that every piece of the model is linked to the hips, which is linked to the stupid triangle. Weigh the model to the skeleton (Eclypse's tutorial in the Master Sticky), then export it as a .xsi into the _humanoid folder.

Now Billy, we're almost done. I can see the finish line from the saddle of my 10-foot tall horse. Open Assimilate, File-->Add file-->_humanoid.gla and hit the big-ass B button. If you did everything right, it'll compile like a dream. If not, go back to XSI, figure out what you did wrong and fix it. When you have a .glm, open up the Goku model's pk3 and replace one of the .glm files in there with your own. You'll also probably have to do a little tweaking of the .skin files (text files that tell the game where the model's textures are. easy to figure out once you open them. Notepad). Save and you're done.

Congratulations Billy, you're a Doc Frank! Go and show everyone what you've done! Now hold your head up high Billy, franking is nothing to be ashamed of.

First off, thank you VERY much for creating this informative guide.

Anyhow, now I actually have questions regarding this issue. Well, I got a bit of a newbie question. Exactly how am I supposed to open up the model in Milkshape? It seems you can only open up .ms3d files into milkshape. How exactly should I go about converting the model into an .ms3d file to open? I see that you can import a .glm file, but you can't do that with trial version. Thanks.

Also, sorry for getting heated at you Inyri, I was just getting a bit annoyed that I wasn't getting anywhere with this project.




Gir_teh_Almighteh

need more cowbell?

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19th May 2006

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#26 10 years ago

holy shit, i r totally learn 2 modl nao!




CassieCody

GF Pwns Me!

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16th January 2007

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#27 10 years ago

Still can't figure out how to open the model in milkshape. Jose does this in the trial version. Yet you can't import in the trial version..?




Mikouen VIP Member

What?

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4th September 2005

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#28 10 years ago

To be honest, you probably shouldn't be using Milkshape. It blows.

Gmax for weapons and map objects, XSI Mod Tool for player models.

3DS Max or Maya when you're ready to go pro.


I don't know how, and I don't know why, but this is totally Sheep's fault.



CassieCody

GF Pwns Me!

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16th January 2007

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#29 10 years ago

Mikouen;4745944To be honest, you probably shouldn't be using Milkshape. It blows.

Gmax for weapons and map objects, XSI Mod Tool for player models.

3DS Max or Maya when you're ready to go pro.

Well I do want to follow exactly what the tutorial says to get it right.




Inyri Forge VIP Member

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15th March 2005

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#30 10 years ago

You need the GLM import plugin. Software doesn't magically do stuff it's not designed to.