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so i made my hilt, now what


Chewthar

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Good, now you export your model as a .md3 or .3ds (you must make the uvw mapping, tho) and then open 3sdmax and import them (whatever you like the .md3 or the .3ds that your choice). Now, you must weight the mesh, and export it as .xsi and use carcarss to compile the xsi into a glm. that's all

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i used 3dsmax to make it :| but i have never made any mods before and i need some more detail, and im new to 3dsmax, if u want to see the saber i made...

 

http://users.on.net/schaafa/lkshost/leggy/ls/saber1.jpg

http://users.on.net/schaafa/lkshost/leggy/ls/saber2.jpg

http://users.on.net/schaafa/lkshost/leggy/ls/saber3.jpg

http://users.on.net/schaafa/lkshost/leggy/ls/saber4.jpg

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wow, that shiny material is very good. About 3dsmax, if you want to make a saber you don't need it...the whole thing I said before is for a player model.

 

You can make the saber with Milkshape or Gmax...the only things you must do is uvw mapping the saber, export it as .md3, open MD3View (that tool comes with the Jk2Editing Tools package) and then export the saber as a glm.

 

Also, you must take care of the tags, one for the blade and the other for set the point where the player will hold the saber.

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don't worry 3dmax is fine too. you export the mesh as .md3 and then use MD3View...

 

The tags, you need it, otherwise your saber will not work correctly. A tag is just a triangle, nothing more.

 

you must need a tutorial about saber modeling that expalins the use of the tag... I like this one , its written in german but is fairly understandable (sp?)

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