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Rusty_Nails 07-12-2005 02:57 PM

JK3 models > MD3
Glm & Md3 models are basically the same right? Correct me if I'm wrong, but anyway - is there a way to convert the Glm models to Md3? (Including self-picked models and all that jazz)


-Rusty Nails

Psyk0Sith 07-12-2005 09:59 PM

Open glm with 3d max and export to .md3 (or use milkshape)

Rusty_Nails 07-12-2005 10:31 PM

Sorry, I meant 'self-picked animations'.

Any ideas on how to get the animations to tag along there from the .cfg file(s) ?

I use Milkshape 1.7.0 by the way, if it requires 3DSMAX to do this then I'll do whatever I can to get ahold of it.

-Rusty Nails

Wudan 07-13-2005 01:13 AM

Well, the animation data is available in XSI format, available for download at and, IIRC.

Rusty_Nails 07-13-2005 03:00 AM

That's pretty neat, but could you guide me through it more through?

I downloaded the _humanoid animations, basically all the stuff the player does and then extracted it into its own unique folder.

After that I fired up Milkshape, opened up the (example) Jawa model. Clicked the ANIM button at the bottom right corner, then imported an XSI animation.

Nothing happened. (tried importing without and with skeleton and fiddled with all kinds of variations)

Any suggestions? :deathii:

-Rusty Nails

Psyk0Sith 07-13-2005 02:56 PM

Last i heard Milkshape wasnt compatible for JA anims and models...get XSI or 3D Max.

Rusty_Nails 07-13-2005 04:55 PM

Thanks, I'll check up on it.

-Rusty Nails

Rusty_Nails 07-15-2005 08:43 PM

I guess I should've seen it coming, I've come to a dead end.

I have 3D Studio Max 7.0 at the moment, but the supported formats aren't what I need to import the GLM & XSI files.

I'm guessing I need to download a plug-in for this so I can import the models+animations and then export it to MD3, right?

-Rusty Nails

Psyk0Sith 07-16-2005 11:03 AM


Originally posted by Wudan
Well, the animation data is available in XSI format, available for download at and, IIRC.
What exactly are you trying to do? .md3 isnt for player models, at least not in JA.

Rusty_Nails 07-17-2005 10:02 AM

I want to convert a few models (w/ animations) to Md3 - that's all. ;)

-Rusty Nails

CortoCG 07-26-2005 11:46 AM

Player models?

LightNinja 07-26-2005 12:22 PM

but md3 in JA doesnt have animations

CortoCG 07-26-2005 01:01 PM

Actually the first person models are md3 and they have animations =P. But I don't think Rusty meant that anyway.

Rusty_Nails 07-27-2005 01:00 AM


Originally posted by CortoCG
Player models?
Yessir, but I wouldn't mind converting the Mutated Rancor @JKA as well. ;)

-Rusty Nails

LightNinja 07-27-2005 06:50 AM

So you wanna make the rancor a player model as a md3??, well i think im lost.. :/

Rusty_Nails 07-27-2005 07:00 AM

I think so too. :)

No, I want to convert GLM models (player AND non-player models) to MD3.

-Rusty Nails

CortoCG 07-27-2005 08:42 AM

You cannot convert the .glm models o .md3 and keep the animations right away. You'll have to import the .glm mesh into 3dsmax, and the desired animation data from the dotXSI files supplied by Raven, then re export everything to quake 3 .md3. At any rate, I think using Raven's animations in other game that isn't JA or JO is illegal and not ethic.

Rusty_Nails 07-27-2005 09:06 AM

Not to worry, I am not looking out for distributing any of these. I'm doing all this behind closed doors, so to speak.

But anyway, as far as importing the stuff into 3DSmax, I would need a desired plug-in for this, no? Seeing as the currently supported formats are all but the ones I need for this.

So, any idea where to find this plug-in?

-Rusty Nails

CortoCG 07-27-2005 09:22 AM

Search with for .glm or ghoul2 importer for max and a .xsi importer for max.

Zwier Zak 06-07-2010 01:15 PM

Sorry to bump a really old thread but I'm kind off trying to do something similar. I'm making my own ioquake based game and I would like to use some of the custom skins made by the fans for JA. Any advice would be nice.

Psyk0Sith 06-07-2010 09:00 PM

In terms of workflow it's pretty straight forward:
Import .glm into max, rig to a biped, export to .md3

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