Hi guys :D i finally learnd how to make lightsaber hilt for jk3 :D
this is my frist one :]
but... i have 1 problem.. :/
are visible ingame :( why ?
also download link :) sabergans.pk3 - Speedy Share - upload your files here
this saber still need better textures and shaders.
It'd certainly help if you'd give us some details on how you exported the saber, because you apparently made some mistakes.
You can examine .glm models in ModView, included in the Jedi Academy SDK/Mod Tools. Doing that you should notice that you merely have ordinary surfaces called *blade1/*parent, respectively. So you made a mistake during setup/export, though to be able to give more specific advice we'll need to know what tools you use etc.
You need only the tag_blade. The parent tag is pointless, just put the part of the hilt you want to grab at 0,0,0 in your modeling program. Also, if I'm understanding you right, then you have both a tag_blade and a *blade, yes? If that's the case, just delete the *blade.
i have only *blade :D how to make tag_blade instead of *blade?
3ds 2011 > export to obj > 3ds 8 ( import obj ) > uvmapping caps > export md3 > md3view > export glm
textures shaders etc
photoshop cs5 notepad
( i much prefer 3ds2011 for modeling from scratch then 3ds 8. thats why i exported/imported OBJ )
You take the *blade and rename it to a tag_blade. And there's no point in UV-mapping tags.
what do you think about this one :D? it has no more caps :) and bugs :D
Lolz, JC is back with a vengeance!
aaaaanddd my another one :D its my third ^^
They're really oversized. By the way, I recommend exporting a .3ds file from 3ds max 2011 and importing it into max 8 as that will minimize any weird export/import 'deformations' that can happen when you export/import a non-native file format. I find Obj tends to flip normals and triangulate everything, which while flipping normals is easily fixable and doesn't always happen, I find triangulation can make it hard to edit if you decide to work on the model within max 8.