Nemesis_RUS Posted July 11, 2009 Share Posted July 11, 2009 Hi all, i want know, its possible to convert quake 3 skin to jk3 ? i think its possible because jk3 using q3 engine, but idk how I want convert my fav skin DooM from q3 to jk3mp Who may give me manual for it pls ? or if easy for someone, make a skin pls ? DooM model & sounds Thanks! p.s. sorry for my english, i am from russia Link to comment Share on other sites More sharing options...
Psyk0Sith Posted July 11, 2009 Share Posted July 11, 2009 It's possible but you would need to import the model into 3d Max, adjust the scale and proportions around the JK3 skeleton, rig the whole thing, export and compile. It requires some work, not a simple conversion process. Link to comment Share on other sites More sharing options...
Nemesis_RUS Posted July 11, 2009 Author Share Posted July 11, 2009 Thanks for help, but may u give a manual for it please ? (if possible) Link to comment Share on other sites More sharing options...
Psyk0Sith Posted July 12, 2009 Share Posted July 12, 2009 I have a few tutorials up here: http://www3.sympatico.ca/psykopat/tutorials/jk2_guide.htm http://www3.sympatico.ca/psykopat/tutorials/skin_modifier.htm Videos by Paul Greveson that explains how to use the skin modifier in more details (its not related to Jedi Academy, just the skin modifier part): http://www.3dworldmag.com/page/3dworld?entry=3d_world_114_s_3ds Tools that you need: -3d studio max 4.x, 5, 6, 7 or 8 (9 still possibly works but i have never tested it) -The skeleton: http://psyko3d.50webs.com/tools/JK3Skeleton.zip -The JO SDK (yes even if you are modding JA) http://jediknight3.filefront.com/file/;2433 Link to comment Share on other sites More sharing options...
Nemesis_RUS Posted July 12, 2009 Author Share Posted July 12, 2009 Thanks very much! Link to comment Share on other sites More sharing options...
Nemesis_RUS Posted July 12, 2009 Author Share Posted July 12, 2009 I tried with 3d max 5, dont work quake 3 model is md3 and i cant export or merge it Link to comment Share on other sites More sharing options...
Psyk0Sith Posted July 12, 2009 Share Posted July 12, 2009 MD3 importer/exporter: http://psyko3d.50webs.com/tools/MD3import-export.zip You'll also need this later, hierarchy auto linker: http://psyko3d.50webs.com/tools/autolink.zip Link to comment Share on other sites More sharing options...
Nemesis_RUS Posted July 12, 2009 Author Share Posted July 12, 2009 ty again but how use it, and it for jk2 ? in name was jk2 Link to comment Share on other sites More sharing options...
Psyk0Sith Posted July 12, 2009 Share Posted July 12, 2009 You put the importer in your max plugins folder, and modding for JK2 is the same as JK3. Link to comment Share on other sites More sharing options...
Nemesis_RUS Posted July 14, 2009 Author Share Posted July 14, 2009 I think i complete model to ~80-90% but i've got 2 problems 1. idk how to export to jk3 format 2. model have some problems with skeleton Unfinished model download model & u will see what is the problem, idk how its called (because idk this word). May you say please how to fix it ? or its impossible ? Link to comment Share on other sites More sharing options...
Psyk0Sith Posted July 14, 2009 Share Posted July 14, 2009 1.Take the XSIImporter.dli plugin (from the JO SDK toolkit) and place it in your 3D Studio Max plugin dir, restart 3D max, you will now have a softimage XSI plugin exporter for JK2 & JK3. 2.You'll just have to import a default stance for the lower body...or manually place it around the skeleton (which will probably turn out bad). So try to find a neutral animation frame sequence and import that, im pretty sure there are .cfg files that list which animation is triggered at a given frame for the quake 3 model. You are not 80 - 90% done, at least not for the whole process...you still have to skin the mesh to the skeleton, segment the model, cap the segments, link the hierarchy, export and then compile . Link to comment Share on other sites More sharing options...
Nemesis_RUS Posted July 15, 2009 Author Share Posted July 15, 2009 you still have to skin the mesh to the skeleton, segment the model, cap the segments, link the hierarchy, export and then compile . O_O to first time in max it sounds hard. Where i can get XSIImporter plugin ? Link to comment Share on other sites More sharing options...
Psyk0Sith Posted July 15, 2009 Share Posted July 15, 2009 1.Take the XSIImporter.dli plugin (from the JO SDK toolkit) and place it in your 3D Studio Max plugin dir. It should be in the tools folder where you installed JO tools. Link to comment Share on other sites More sharing options...
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