Jump to content

Home

Modeling/skinning newbie needing help


Farra Sti

Recommended Posts

Ok I decided I wanted a decent female jedi in prequal robes. I downloaded milkshape and used that to take the parts I needed from one of the new prequal jedi skins and then saved them as separate parts. Then I opened the femalejedi model I have and deleted the parts I don't want. Then I imported the parts of the New Prequal Jedi model that I wanted and saved it as one thing. It looked fine in milkshape. Then I exported it as a .glm. Then I put the .glm and the necessary skin graphics into a new folder and made it into a pk3 with PakScape and altered the necessary parts of the .glm file in notepad. However when I tried using the new model/skin in the game it comes up as Kyle Katarn. Any idea what I've done wrong.

Link to comment
Share on other sites

Aah I see. I've downloaded gmax which is the free version of 3 d max. I can't open .glms in it though so I"m not sure what I'm doing. I had previously asked on here if someone was willing to make the skin or model for me but no one wants to I guess so I'm trying to do it myself

Link to comment
Share on other sites

  • 3 months later...

Hey! I think I can help you =) I have for 3DS max 7 the GLM Importer and Md3 exporter. First, you must make your model, and export it as a .md3 . Than you must make a skin file for your model. How, schould someone other tell you...then when you have your .skin file, download JK2 skining tools. There is a program called Md3 view. Open with Md3 View your exportet model, and load your .skin file. Than only export that as a GLM (Ghoul2). That's it! ,and you have the glm file.

Link to comment
Share on other sites

  • 1 month later...

I"m still trying to make my model but I still don't understand the process. I am not sure if I'm missing steps out because I"m still working with parts of two different models. I've got 3d studio max 6 so I know that will help but I just don't know the correct processes.

Link to comment
Share on other sites

It's clearly stated in my JK2/Jk3 guide:

 

Character building basics (workflow)

 

*This is pretty much the same thing Spacemonkey discussed in his tutorial, with some comments/tips from myself*

 

Steps i did for my models (yes you should follow in that order):

 

*1.Import Kyle's Skeleton from .Xsi

 

*2.Weight the tags to the skeleton

 

3.Modeling (build your model around the skeleton with previously weighted tags)

 

4.UVW Mapping

 

5.Segment your model

 

6.Cap the segments (this can be done after the hierarchy)

 

7.Weight the mesh to bones

 

8.Link the hierarchy

 

9.LODs (ok, i didnt make any ;P)

 

10.Export to .XSI / Compile thru assimilate

 

*If you are using the JK3 skeleton, steps 1 & 2 are already done.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...