I need someone to help me get some swords into JKA, I've got the .obj file, it just needs to be "converted" so its able to be playable in JKA, i can supply the .obj files and do the skinning, .sab files, shaders etc, just need some1 to do the rest
start with this one
I can send the .obj file to anyone who wants to try it
Legolas' swords? Coolies. I'm not sure about .obj files, but I THINK you need a convertor plugin for your modeling program to do that.
.OBJ, along withe .FBX are Alias'/Autodesks' signature formats. Almost everything can import/export them.
Ok, figure out how to turn it in to a .ms3d or .md3 or .glm file and I can help you from there. I know there are tools that can convert...Take a look at the tools & tutorials sticky-it should help find some software.
uhh, if you have milkshape (dunno about Gmax yet) it can import OBJ directly into it, and export a glm/md3.
ok i exported the model to both glm and md3, when i open it in modview the textures dont show, also i need to know how to set a tag for the position in which the character holds it
The way I do the tags, is that I usually import a base saber hilt, delete the hilt but keep those tags.
However, you technically don't need a tag to mark the player's hand position. If no such tag is detected, the player will hold the sword at whatever part was at the co-ordinates 0,0,0 in the model editor. So, just move the grip to 0,0,0 and there's one less tag to worry about.
Ironically, none of the tutorials mention creating tags, all of them just say to steal 'em....
I don't know how, and I don't know why, but this is totally Sheep's fault.
In 3dsmax you make a tag by making a triangle with the line tool under create/shapes/splines, I think. ;)
I need to learn about rigging, texturing, and exporting in 3ds max, because I still am exporting it to ms3d and using ms3d to do that work.
i dont know if you already know this but heres a pack with legolas's daggers