Opening JK3 models into Modview -1 reply

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Clonehunter

I post to get attention

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3rd December 2008

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#1 9 years ago

The title says all. How do i open JK3 models in Modview? I know thier is a Models and Animation pack for jk3 with a bonecap (i think its for jk3) and if that is it i want to know how to use it. Now i know its possible to open JK3 models into Modview since i've seen it in screenshots here for JKfiles and in Mods for Star Wars Galactic Battlegrounds (someone made a JK3 Reborn Modpack using JK3 graphics). So any help of how to open JK3 models in MOdview would be great! Thanks! :)




sinchiss

Om nom nom

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12th May 2008

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#2 9 years ago

Easiest thing in the world.

1) First, create a new folder and name it base (this can be placed anywhere, I just put it on my desktop). Inside there, create a new folder and name it models. Then another inside that and name it players.

2) Now you'll need either Pakscape or WinRar/Zip to open the assets1.pk3 located in X:\Programfiles\LucasArts\Star Wars Jedi Knight Jedi Academy\GameData\Base. Once you've opened it, go into the models folder then into the players folder. Now at the top-left corner, you'll find a folder called _humanoid. Extract that and place it into the players folder that you created earlier.

3) Now all you need to do is open up your model's .pk3 file and extract the modelfolder found within. We'll use one of the base models for this example. Open assets1.pk3 again, and go through models and players again, and select any model inside. Let's say you pick Chiss. You extract the entire chiss folder and place it in the players folder you made earlier, with the _humanoid folder.

4) Almost done! Now go inside the chiss folder and right-click the model.glm file, and choose to have it opened in ModView. Now just double-click the model.glm file and it'll open your model for you! Don't mind the first two error messages, they won't affect anything. Just click ok and carry on.

Just a few basic instructions on how to use ModView: Left-mouse: Turns the model in different directions. Alt+Left-mouse: Moves the model around on the screen. Right-mouse: Zooms in and out.

The square icon with the arrows shooting out (#4 from the right on toolbar) positions the model. TEX (#3 from the right on toolbar) refreshes the textures. The Play icon will start the animations sequence.

That should get you started off. If you need any more details, or you didn't quite get what I was on about, check out this tutorial: Bael's Skinning Tutorial Video, Jedi Knight 3 Downloads, Jedi Knight 3 Others




Forceboat

File Finder Xtreme

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23rd May 2003

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#3 9 years ago

Let me add to that if I may. Also, if any model you download (or any model in base JA, for that matter) came with a shader file, make sure you make a folder called shaders in that base folder you made and put your shader files in there so ModView can read them. And I agree, on some error messages, like when it says something about the stormtrooper caps, you can ignore it unless you just really want to make a folder called stormtrooper and stick the caps texture in there; it's not entirely necessary. Oh, and one other thing, this is important. In case you want to load up and look at models or skins that use the JK2 skeleton (and there are quite a bit of reskins of JK2 models done for Jedi Academy), make sure you have a copy of the _humanoid folder from that game handy nearby so you can swap them out. Otherwise, you will get a major error box about the number of bones in the model and about it needing to be re-compiled; all it is is that the skeleton is different between Jedi Academy and Jedi Outcast models.




sinchiss

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12th May 2008

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#4 9 years ago
Forceboat;4953067Let me add to that if I may. Also, if any model you download (or any model in base JA, for that matter) came with a shader file, make sure you make a folder called shaders in that base folder you made and put your shader files in there so ModView can read them.

As far as I know, ModView cannot read shaders of any kind, which means going through with that will only be a waste of time. The only thing you achieve by doing this is getting one less error message at the startup.

I'm glad you mentioned the thing about the JK2 skeleton though, and the importance of having that folder at the ready in case you do come across a JK2 model.