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Rusty_Nails

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Sorry, I meant 'self-picked animations'.

 

Any ideas on how to get the animations to tag along there from the .cfg file(s) ?

 

I use Milkshape 1.7.0 by the way, if it requires 3DSMAX to do this then I'll do whatever I can to get ahold of it.

 

-Rusty Nails

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That's pretty neat, but could you guide me through it more through?

 

I downloaded the _humanoid animations, basically all the stuff the player does and then extracted it into its own unique folder.

 

After that I fired up Milkshape, opened up the (example) Jawa model. Clicked the ANIM button at the bottom right corner, then imported an XSI animation.

 

Nothing happened. (tried importing without and with skeleton and fiddled with all kinds of variations)

 

Any suggestions? :deathii:

 

-Rusty Nails

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I guess I should've seen it coming, I've come to a dead end.

 

I have 3D Studio Max 7.0 at the moment, but the supported formats aren't what I need to import the GLM & XSI files.

 

I'm guessing I need to download a plug-in for this so I can import the models+animations and then export it to MD3, right?

 

-Rusty Nails

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  • 2 weeks later...

You cannot convert the .glm models o .md3 and keep the animations right away. You'll have to import the .glm mesh into 3dsmax, and the desired animation data from the dotXSI files supplied by Raven, then re export everything to quake 3 .md3. At any rate, I think using Raven's animations in other game that isn't JA or JO is illegal and not ethic.

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Not to worry, I am not looking out for distributing any of these. I'm doing all this behind closed doors, so to speak.

 

But anyway, as far as importing the stuff into 3DSmax, I would need a desired plug-in for this, no? Seeing as the currently supported formats are all but the ones I need for this.

 

So, any idea where to find this plug-in?

 

-Rusty Nails

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  • 4 years later...

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