how do you actually put the model in-game with the animations?
player model i guess by the animations part
erm you gotta weigh the model (attach it to the jka skeleton), then export into xsi, put into this folder you made before: C://base/models/players/_humanoid in that folder you also put the _humanoid.gla and animations.cfg files from one of the Assets pk3s in your base... also in that folder put the Carcass compiler program and the Assimilate program. Open assimilate, go to file->add and select the _humanoid, then click on the big bold B in the control panel
this is very shortened and summed... you should go see some tuts about this (on the master sticky there are links)
:) have a nice day
first of all, where do you find the skeleton? second of all, what tutorial would it be in? I couldn't find one and third of all, would about saber hilts and swords?
first and second: here, Eclypse's weighing tutorial explains how to weigh in mod tool and comes with the jka skeleton:http://forums.filefront.com/sw-jk3-modding-editing/312927-eclypses-xsi-mod-tool-weighing-tutorial.html third: weapons dont need weighing... this is the way I do it...
1) you make the model and stuff(including the uv maps ofc)
2) import an already made model, preferably one that has similar length to the one you made
3) align and resize your model to fit the imported one
4) assign textures to the parts of the model (yes you have to do this, otherwise the export into md3 wont work!)
5) export it into .md3 and put it along with all the textures into a folder as if you wanted to view it in modview (aka C://base/models/weapons2/my_sword)
6) create a .skin file with notepad and place it in that folder the .skin file should look something like this:
etc for all the model parts you have (not that each part needs to have a max of 1k pollies, so larger parts need to be separated into multiple ones)
7) open up 3d converter(it comes with the jka tools pack on the tuts page) and open the md3 file in it, then go to file->import skin file and select the skin file you made, the model in the preview window should be textured now
8) go to file->export to .glm
9) the .glm file should be created in the folder where your md3 is
10) just create the .sab file in a path of ext_data/sabers/my_sword.sab
11) pack it into a pk3 and you're ready to go ;)
hope this helps :)
is it possible to do that int Gmax?
The 10th Rider;4542577is it possible to do that int Gmax?
weighing? no i dont think so
the rest, yeah you can, but you still will need to export the weapon to md3 and run it through 3d converter while applying the skin to it
would about maps?
The 10th Rider;4542737would about maps?
can you make anything in Gmax?
I didn't make it!
i think the only things that can be made in gmax are weapons...but i wouldnt quote me on that....i know player models cant be made in it....not unless you wanna do a crap load of converting basically by builing it in gmax exporting to md3 opening in xsi mod tools...rigging to a skeleton and such...then export the xsi for compiling.....but im not even sure that would work...
Quote: Originally Posted by The 10th Rider is it possible to do that int Gmax? weighing? no i dont think so the rest, yeah you can, but you still will need to export the weapon to md3 and run it through 3d converter while applying the skin to it
yeah its possible....weighing is relatively simple in gmax...but to my knowledge theres no good method for getting a ja skeleton into gmax and back out.....since gmax cant export to xsi