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I need help exporting a model from gmax


dede_frost

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Hi, I've been modeling my fisrst saber using gmax following

T7's tutorial . I think I've done a decent job so far, but now I'm stuck on part that I have to export the model from gmax. I already skinned everything and have everything modeld, and I'm just passed the partwhere I set the pivots.

 

I have just clicked on ResetXForm, but when I select my lightsaber again, I see no "Export Geom only" button on the moddify tab. Another thing that seems wierd is that for my lightsaber, instead of the "AuroraBase" thing right under the modify list, I just get same plain "Unwrap UVW", "UVW mapping" and "Editable Mesh". I tried poking around everywhere in gmax and NWmax, but I found no way to get that AouroraBase tab.

 

Any help in solving this would be apreciated.

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Thanks, I got the saber in game and killin lots of people with it :axe1:

 

I just have two more question:

I have all the saber parts textured the way that I want, but in-game it just looks bad. The silver parts on the hilt end up looking gray, and no matter how I texture it, it just isn't as "shiny" as the normal in-game sabers; can anyone tell me how to make that shining effect (or an effect that makes some of the parts glow)?

 

I also managed to place the saber in game, but it replaces the original blue saber. Is there any way to make like a different crystal (like in USM) that has a different hilt for that specific crystal (this is TSL, so I don't think there are any tutorials for doing this in TSL)?

 

Thanks in advance for any help.

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I also managed to place the saber in game, but it replaces the original blue saber. Is there any way to make like a different crystal (like in USM) that has a different hilt for that specific crystal (this is TSL, so I don't think there are any tutorials for doing this in TSL)?

 

Thanks in advance for any help.

 

The game uses 001-019 (I think, I know kotor1 does) as lightsaber models, make your utc use a different model number than that and it should work the way you want.

 

You might have to create a new crystal for it (I would anyway, even if it's an exact duplicate with a name change), then you would have to follow the tutorial in this thread (I know it says for KotOR 1, but it should work the same for TSL as well) to make your saber upgradable.

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@dede_frost, To make the hilt shine like metal you need to add an Alpha 1 channel to your models skin. This thread will explain how to do this http://www.lucasforums.com/showthread.php?s=&postid=1499496#post1499496

 

After you have made the alpha channel on your skin you will need to create a TXI file for your skin and add the shader information like this.

 envmaptexture CM_Baremetal

 

A TXI file is simply a notepad document that you name myskin.txi "myskin" would be the name of your skin. ;)

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The game uses 001-019 (I think, I know kotor1 does) as lightsaber models, make your utc use a different model number than that and it should work the way you want.

 

You might have to create a new crystal for it (I would anyway, even if it's an exact duplicate with a name change), then you would have to follow the tutorial in this thread (I know it says for KotOR 1, but it should work the same for TSL as well) to make your saber upgradable.

 

I went trough the tutorial you sugested, but my one problem is that I can't find a g_w_sbrcrstlxx.uti file in my KOTOR 2 folder. I mean, I can only fin the 20 and 21 #, so that dosen't really correspond to the 1-19# that are there for the other lightsaber models, leavin me with no g_w_sbrcrstlxx.uti file to mood..

 

By then way, thanks for all the help.

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I think I read oyur post right dede_frost. If so the below should help.

 

With g_w_sbrcrstlxx.uti the xx stands for a number ie 01, 12, 20 etc. There is no g_w_sbrcrstlxx.uti file. Also it shouldn't be in your kotor2 folder unless you already extracted it from BIFS-->templates.bif-->Blueprint, Item-->g_w_sbrcrstlXX.uti.

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I think I read oyur post right dede_frost. If so the below should help.

 

With g_w_sbrcrstlxx.uti the xx stands for a number ie 01, 12, 20 etc. There is no g_w_sbrcrstlxx.uti file. Also it shouldn't be in your kotor2 folder unless you already extracted it from BIFS-->templates.bif-->Blueprint, Item-->g_w_sbrcrstlXX.uti.

 

I know that I have to look in the KOTOR tool for BIFS-->templates.bif-->Blueprint, Item-->g_w_sbrcrstlXX.uti, but what I'm saying is that there is no g_w_sbrcrstlXX.uti file there, not even in the Kotor tool. There is the g1_w_sbrcrstl20.uti there, but the #20 dosen't match the numbers of the other lightsaber modles (AKA the lightsaber models only go from 1-29, there is no 20 lightsaber model). I would like to know where I can find the g_w_sbrcrstlXX.uti file in my TSL directory in KOTOR tool, since the tutorial sugested above says I need it.

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Thanks for all the help, sorry for all the noobish questions...

Just 1 more thing to end my first saber off: I placed a crystal for it in the .2da file, and changed all the model #s, icon and texture names to a 50 on the end. I just wanted to know how I can get this saber in-game, like using a cheat. I tried giveitem saber50, since that is the name I put in the .2da for my crystal, and that didn't work at all, so dan anyone tell me what I'm supesed to type?

 

Thanks...

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Thanks, but that still dosen't seem to work with me... goin over all the steps again now. I mught have screwed up in1 spow that I remember: when I was editing the w_lsabreblue.txi. I made the file with this name, and then I oppened the w_lsabreblue.tga with notepad and copied the content exactly from one of them to the other. Is that really what I shoud have done?

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Thanks, but I already got the shiny texture up and running, now I'm just in the process of introducing the saber in the game using a different crystal for the hilt. Right now I just need to know how to make the w_lsabreblue.txi file (what do I write/script in it?)...

 

- Open Notepad

 

- Type this:

 

blending additive

decal 1

 

- Save the file in ANSI format (use the Save As.. feature)

 

w_lsabreblue.txi

 

*- Make sure your file has the ".txi" extension, not ".txt" :)

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