vehicle .glm compile request. -1 reply

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TubbyTim

Mapper, skinner, n00b modeler

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31st May 2005

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#1 12 years ago

Hi everyone, I have some .md3's that I want to use for my new vehicle. But to do this I need to have the .md3(s) compiled into .glm(s). So I was wondering if someone could help me by doing this. I will send you the .md3's in a zip along with their textures. I've tried to do this myself but all I've managed to do is crash the game *sigh*. So if someone can do this for me please respond. Also my .veh file is pretty much done. I'm making a modern car. Instead of turbo it has NOS, it has custom sounds,textures, models (.md3's), etc. The models will be released in a vehicle pack and include: 3 ferraris, 1 cop car, 1 umarked cop car, a taxi, an everyday car, a white caprice, and more. It also looks good ingame and if I can get this finished (with your help of course) jk3 will finally have modern cars implemented! :) So any help would be GREATLY appreciated. Thanks! -TubbyTim




minilogoguy18

kitty dances for rep!

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4th September 2004

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#2 12 years ago

alright i think ive said this to you plenty of times before but ill say it again... you cannot compile a player or vehicle model the same way as you do a hilt, it is very different. you have to give the model a skeleton (in this case a single bone for the body and 1 for each wheel) then link the mesh together with the body as parent and all the other parts as children. then you have to create helper objects where model_root is parent and skeleton_root and mesh_root are linked to it. then you link the skeleton to skeleton_root and the mesh to mesh_root. after that you wiegh the model to the corresponding bones using the skin modifier, i suggest using the envelope selection since you dont need it to deform like a human knee does. then animate the wheel bones usin like 10 frames and make them go in a full circle, in the animation.cfg file you can make it so that when it moves the animation loops and they appear to roll. then you export the model as .xsi and add it into assimilate and click build. if you did everything right you will get a glm and gla file along with a empty skin file which youll have to write yourself. so saying all this, gmax cannot compile player or vehicle models.




TubbyTim

Mapper, skinner, n00b modeler

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31st May 2005

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#3 12 years ago

alright...but what program do I use to export into .xsi? Thanks for replying! ;)




minilogoguy18

kitty dances for rep!

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4th September 2004

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#4 12 years ago

the full version of 3ds max or any softimage program, im also gonna look into if maya PLI can do it which is the free version of maya and looks to be a good program.




TubbyTim

Mapper, skinner, n00b modeler

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31st May 2005

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#5 12 years ago

Okay thanks. Unfortuanatly I don't have 3ds max (because of the price...) and from what I can tell softimage is also expensive...what site is maya PLI on? Thanks for your help mini! I hope to get this done soon. By the way here's a little info on my car: Exhaust replaced with N.O.S. , Does NOT replace any current vehicle, npc support: Of course, Has new sounds: engine startup (that of a car), turbo sound replaced with N.O.S. sound, animated wheels before release time hopefully, 4 passengers total, edited .veh file to give it "car physics". Can't think of much else at the moment so yeah...