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A new Helmet For Jedi


abcdow

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I'm trying to create a new "helmet" by combining two models from current head gear. I have created the model, saved it as a .gmax file, (this seemed really simple as all I did was import each individual model and the program had everything lined up for me), however now when I try to export the model back into .mdl format nothing is happening.

Could someone please help me? I am using a tutorial but I'm having no luck.

Also I don't understand what I'm supposed to do with the .mdx files, the tutorial states to change it to an ascii.mdl but when I try to do this with mdlops, I get a message to the effect that it can't be done. Somebody please help, I think this helmet would be really cool if i could get it to work out.

Third and finally, how do i create (I would like to simply combine the 2 originals) a new .tga for the combined models, so it can be retextured in Adobe? I can't find this in a tutorial.

Thanks

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Hello,

 

when I try to export the model back into .mdl format nothing is happening.

You have to be sure that the "snoop" program is running in order to export models from gmax + nwmax. The easiest way to do this is to use the nwmax icon that should have been placed on your desktop when you installed nwmax. Otherwise start gmax and then look for \gmax\scripts\NWmax\nwmax.exe and run it. This program is what lets you export ascii .mdl from gmax

 

Also I don't understand what I'm supposed to do with the .mdx files

mdlops uses the binary .mdl and .mdx files from kotor to create a single ascii .mdl file that you can then import into gmax.

 

When you are creating your own model, mdlops will take an ascii .mdl file exported from gmax and create binary .mdl and .mdx files that you would put into your override directory.

 

Third and finally, how do i create (I would like to simply combine the 2 originals) a new .tga for the combined models, so it can be retextured in Adobe? I can't find this in a tutorial.

You are in for a LOT of work here. Basically you now have 2 models in 1 file. Those 2 models each have their own texture. In order to get the result you want, you have to actually join the 2 model meshes together, remove any unseen polygons, then redo the UV map! There is no simple way to do what you are asking, sorry.

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Originally posted by cchargin

Hello,

 

 

You have to be sure that the "snoop" program is running in order to export models from gmax + nwmax. The easiest way to do this is to use the nwmax icon that should have been placed on your desktop when you installed nwmax. Otherwise start gmax and then look for \gmax\scripts\NWmax\nwmax.exe and run it. This program is what lets you export ascii .mdl from gmax

 

 

mdlops uses the binary .mdl and .mdx files from kotor to create a single ascii .mdl file that you can then import into gmax.

 

When you are creating your own model, mdlops will take an ascii .mdl file exported from gmax and create binary .mdl and .mdx files that you would put into your override directory.

 

 

You are in for a LOT of work here. Basically you now have 2 models in 1 file. Those 2 models each have their own texture. In order to get the result you want, you have to actually join the 2 model meshes together, remove any unseen polygons, then redo the UV map! There is no simple way to do what you are asking, sorry.

 

For this last part, what would unseen polygons be, and what is the UV map, and where would I start? Would you be willing to help me through this? I really want to do it but I think that it may be too much for me to handle on my own. Would you care to mentor me through this project? If so PM me your e-mail address and I could send you the .gmax image for you to see. I'd even send you what I have so far just so you can see it, and then decide if you want to do this.

Whatever you decide, thanks for the guidance up to this point in my project.

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Would you care to mentor me through this project?

I wish I could, but I am not a 3D modeller. Check out my post at another thread you started:

 

http://www.lucasforums.com/showthread.php?s=&threadid=134364

 

I know just enough about 3D stuff to hack out simple models. I don't think I know enough to be a good teacher.

 

what is the UV map, and where would I start?

 

The UV map is part of a 3D model that describes how the polygon verticies map to the texture.

 

hmmm. When I taught myself what little I know about 3D modelling I just hacked at it until I figured it out. Perhaps someone else in the forum could suggest an intro to 3D modelling (either a book or a web page) that can explain the basics?

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Originally posted by T7nowhere

check out this thread that svösh posted the other day.

 

http://www.lucasforums.com/showthread.php?s=&threadid=134510

 

there should be enough there to get you started.

 

Thanks, i just read that thread and it does look great, haven't had the chance to go through it very well yet, but hopefully it will give me what i need. Although the offer is out there for anyone who wants to work on this mod with me, it combines parts of different mask models to create a new "jedi warrior" helmet. Anyone who may be interested can just PM me their e-mail and I'll send them what i got so far, to look at. I'll continue working on this with the help of svosh's thread, whether or not anyone wants in, it just may take a little longer on my own.

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