Hello everyone, obviously, I am a nawb :D. Although im new to Jedi Academy, I am not new to modding. I am a Halo mac and CE modder. I was about to click on the jedi knight icon when i said "hmm :-/ i think ill take a look in that enticing base folder". I starting looking around at the assets in a hex editor, then i realized that there were probably some useful tools i could use instead of trying to hex it...which im not soo good at. I have downloaded all of the tuts and tools from that tutorials sticky, and started looking through the assets with the mac pakrat. I already exported a tie fighter model just to get more familiar with the program. Then I decided I wanted to export the mutated rancor model but i ran into an issue (this probably isn't actually a "problem" i just dont know how to do it). In the model folder there isn't a .md3 file. Just a bunch of bitmaps and a .skin file. Any help in this topic or anything else related to jedi academy would be greatly appreciated :D thanks
Depends on what exactly you want to do with the models.
I don't know how, and I don't know why, but this is totally Sheep's fault.
Ah, confused about the formats. Okay, I get it now.
I believe the MD3 format is pretty much reserved for map objects, vehicles, and guns. For all intents and purposes, the engine considers the mutant rancor as a 'wildlife' type model, which like player models uses .glm format.
Alas I'm not entirely familiar with the setup of the mutant rancor, so I can't say where the model file for it has gone, but I do know it doesn't quite work the same as players, weapons and vehicles so perhaps it's calling the model file from an auxiliary location (most likely candidate is the generic rancor folder).
Again though, it really does depend on what one is attempting. The iD Tech 3 engine is far more forgiving than Halo's engine when it comes to modding, in that it's possible to only work with and edit the specific files you need to edit rather than having to jerk around with the whole lot. If it's a texture modification you're attempting, then you won't even need the model file extracted.
Just a word of advice, though, likely obvious but we tend to give this tip to all newcomers - never actually edit the assets files. Pakrat should have the facilities to create new pk3 files, when packing mods, it's always best to make a new pk3 file which mimics the folder/file structure of the originals. So long as your pk3 comes after 'assets' alphabetically, the game will read yours instead of the assets. Saves having to reinstall if something goes wrong, at any rate.
I don't know how, and I don't know why, but this is totally Sheep's fault.
1. What im trying to do is export the mutant rancor model so i can play around with it in gmax and/or import it into a halo map just for some fun haha. So what i want is to export that .glm and convert it into some sort of compatible format like .obj. 2. Halo is actually pretty easy to work with, once you learn the tag layout. But the main difference between Halo and JA seems to be that JA is more oriented towards skinning and moddeling while Halo is based on different scenery placement, vehicles, and weapons.
We can't support you porting LucasArts resources to Halo. If that's your goal you're kind of on your own.
Thats not my only goal, I just wanted to do it as a fun cops and robbers mod, where if you are captured you get eaten by the rancor :]. I also want to learn JKA modding and maybe if I get familiar enough with it I can make some mac modding tools as I am learning objective-C.
Some mods have admin commands that can teleport a selected player to a certain spot. If you had a referee who could "watch over" the game of Cops and Robbers and teleport when it is necessary. The admin could teleport the player/s to a remote location where a Rancor is spawned - either make your own map or find one suitable.
Porting is porting, there are no two ways about it. :clueless:
hehehe, thats a new one, dont worry, im a nawb too :) :)
There's a .glm file for the mutant rancor, don't know why you can't see it.
Porting = fail