Job 38 Posted July 16, 2002 Share Posted July 16, 2002 But the joints do not show up, any help? Link to comment Share on other sites More sharing options...
Altimira Posted July 16, 2002 Share Posted July 16, 2002 Where did you get them, I need them for my model. And could we get some JK specific tutorials for tags? Link to comment Share on other sites More sharing options...
Emon Posted July 16, 2002 Share Posted July 16, 2002 1. JK doesn't use tags. 2. You can't make player models in MilkShape and export them to JO. Link to comment Share on other sites More sharing options...
Job 38 Posted July 16, 2002 Author Share Posted July 16, 2002 Do you know how to use modview? I try to open a model and it says "call made without initialization" thanks in advance:c3po: Link to comment Share on other sites More sharing options...
Altimira Posted July 16, 2002 Share Posted July 16, 2002 Then how do we make it so the model will move properly in-game? I thought that required bones or tags or something. What do we use to create a model for JO. Link to comment Share on other sites More sharing options...
KMan Posted July 16, 2002 Share Posted July 16, 2002 I'm not sure what Emon is on, but JK2 does use tags, tons of em. Link to comment Share on other sites More sharing options...
MUHAHAHAHAHA Posted July 16, 2002 Share Posted July 16, 2002 He was being a smartass.... JK doesn't use the same type of tags that JKII does.... Job 38. Get GMax... It's free, and you can export the correct types with it (i believe). I'm not sure how to do it, but I know it is possible. It is not currently possible w/ just milkshape, because you need to import the skeleton and do the weighting, UVW mapping, etc. Link to comment Share on other sites More sharing options...
Lime-Light Posted July 16, 2002 Share Posted July 16, 2002 Make sure you have "show skeleton" clicked in the skeleton menu, and make sure your joint scale is large enough to see, but yeah, you should just get gmax. Link to comment Share on other sites More sharing options...
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