VIO Posted June 19, 2002 Share Posted June 19, 2002 how do i open/edit glm files in milkshape? Link to comment Share on other sites More sharing options...
ondraedan Posted June 19, 2002 Share Posted June 19, 2002 This plugin will allow oyu to import jk2 and sof2 models into milkshape, but only the triangles are imported. There is a skeleton available as well , but only for reference, to my knowledge, there is not functioning jk2 skeleton out for milkshape, however if you find one, be sure to let me know, I'd be very appreciative. Link to comment Share on other sites More sharing options...
RelFexive Posted June 19, 2002 Share Posted June 19, 2002 If you figure out how to get the skin to go on too, let me know. Being a total MilkShape Idiot I'm lost. Link to comment Share on other sites More sharing options...
keto Posted June 19, 2002 Share Posted June 19, 2002 milk shape doesnt like anyhting but 256x256 indexed color bitmaps, if you really wanted to see the skins in MS (not sure why you wold though) you woudl need to first create the materials and assin them to the corresponding groups, then take all the jps and tga from the folder and trun them all in to 256x256index bmp. to my knoledge this woudl work but again i woudl recommned just uses md3view to see the skin on a model for skinning purposes. if it is model editing your looking for then yes milkshape is great but you will still need 3dsmax4 for the xsi exporter/ vertex weighting/ heirarchy etc. etc. hope this helps -keto Link to comment Share on other sites More sharing options...
VIO Posted June 19, 2002 Author Share Posted June 19, 2002 better qustion wat should i use to model in jkii then can't afford 3dmax Link to comment Share on other sites More sharing options...
ondraedan Posted June 19, 2002 Share Posted June 19, 2002 Originally posted by RelFexive If you figure out how to get the skin to go on too, let me know. Being a total MilkShape Idiot I'm lost. Ok, after you've imported the glm, go to the second tab, groups, and select the group you want to apply the skin to. Now go to the materials tab, and click the "new" button near the bottom. "Material01" should pop up in the previously empty window in the upper right. Toward the center of the materials tab toolbar, theres a pair of buttons both named "<none>". Click the top one. Locate the skin file for the group you selected and open it. Click the assign button and repeat. Link to comment Share on other sites More sharing options...
RelFexive Posted June 19, 2002 Share Posted June 19, 2002 Why do I want to see the skins in MS? I'm trying to transform the Desann animated .glm model into a static .md3 model to make a Desann-icle; Desann frozen in a block of ice for my Ice Cave duel map. Link to comment Share on other sites More sharing options...
RelFexive Posted June 20, 2002 Share Posted June 20, 2002 Well, I've given it a bit of a go and it's working: I can add the skin to the model! Only thing is: where is models/players/stormtrooper/caps.tga? Link to comment Share on other sites More sharing options...
volrathxp Posted June 20, 2002 Share Posted June 20, 2002 I have a bit of a shaky at best tutorial on getting custom MD3 models to work in radiant now. it also includes a little gmax primer for mappers as well as working with milkshape to re-export a correct md3 model for jedi knight ii. volrath P.S. The tut should be up on RichDiesal's Tutorial University prolly tonight or so, so I would like feedback on it. I'm ok around these modeling programs I guess but if I got something or did something I shouldn't have then please let me know. Thanks! Link to comment Share on other sites More sharing options...
.'.Mr. Death.'. Posted June 20, 2002 Share Posted June 20, 2002 is there a way to convert md3 into glm in milkshape 3D, i know it "can" be done with the official tools but mine gives me an error each time i try to export as a glm help pleeze:D Link to comment Share on other sites More sharing options...
RelFexive Posted June 21, 2002 Share Posted June 21, 2002 Yay! I got it to work! Import .glm: check. Apply various textures according to info in .skin file: check. (caps.tga found in textures/common and copied to working directory) Create qc control file: check. Altered .qc file to have correct paths and texture files: check. (see a tutorial on the MilkShape site for exporting to Q3A .md3 models for info on this) Exported to .md3: check. Put .md3 in map using misc_model: SUCCESS!!! Link to comment Share on other sites More sharing options...
VIO Posted June 22, 2002 Author Share Posted June 22, 2002 thank you reflesive for hijackinh my thread:eek: and iwould like to borrow it for a second can some one answear my questino wat should i use to model in jkii besides 3dmax, ok carry on Link to comment Share on other sites More sharing options...
RelFexive Posted June 22, 2002 Share Posted June 22, 2002 Heh. Sorry 'bout that And I'm sorry I can't help you, either. Being a total MilkShape Idiot I'm lost. Need I say more? [waves imperiously] Carry on! Link to comment Share on other sites More sharing options...
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