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07-12-2005, 02:57 PM
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#1
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Rookie
Join Date: Mar 2005
Posts: 12
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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)
Thanks,
-Rusty Nails
Just passing through...
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07-12-2005, 09:59 PM
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#2
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3D Tech Support
Join Date: Jul 2002
Location: Adanac
Posts: 2,073
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Open glm with 3d max and export to .md3 (or use milkshape)
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07-12-2005, 10:31 PM
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#3
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Rookie
Join Date: Mar 2005
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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
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07-13-2005, 01:13 AM
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#4
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Got Balance?
Join Date: Oct 2002
Location: Salt Lake, UT
Posts: 1,442
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Well, the animation data is available in XSI format, available for download at lucasfiles.com and pcgamemods.com, IIRC.
Mt-Wudan.com
I made a silly little program called Dragon, which is an animation tool for the GLA format, used in Jedi Outcast, Jedi Academy and Krakatoa.
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07-13-2005, 03:00 AM
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#5
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Rookie
Join Date: Mar 2005
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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?
-Rusty Nails
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07-13-2005, 02:56 PM
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#6
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3D Tech Support
Join Date: Jul 2002
Location: Adanac
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Last i heard Milkshape wasnt compatible for JA anims and models...get XSI or 3D Max.
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07-13-2005, 04:55 PM
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#7
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Join Date: Mar 2005
Posts: 12
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Thanks, I'll check up on it.
-Rusty Nails
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07-15-2005, 08:43 PM
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#8
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Join Date: Mar 2005
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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
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07-16-2005, 11:03 AM
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#9
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3D Tech Support
Join Date: Jul 2002
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Quote:
Originally posted by Wudan
Well, the animation data is available in XSI format, available for download at lucasfiles.com and pcgamemods.com, IIRC.
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What exactly are you trying to do? .md3 isnt for player models, at least not in JA.
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07-17-2005, 10:02 AM
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#10
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Rookie
Join Date: Mar 2005
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I want to convert a few models (w/ animations) to Md3 - that's all.
-Rusty Nails
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07-26-2005, 11:46 AM
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#11
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Join Date: Jun 2002
Location: Outer Heaven
Posts: 907
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Player models?
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07-26-2005, 12:22 PM
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#12
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The Ninjonator
Join Date: Sep 2003
Location: Somewhere-Spain Status: Ninjonator
Posts: 1,998
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but md3 in JA doesnt have animations
>_>
<_<
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07-26-2005, 01:01 PM
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#13
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Join Date: Jun 2002
Location: Outer Heaven
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Actually the first person models are md3 and they have animations =P. But I don't think Rusty meant that anyway.
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07-27-2005, 01:00 AM
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#14
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Rookie
Join Date: Mar 2005
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Quote:
Originally posted by CortoCG
Player models?
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Yessir, but I wouldn't mind converting the Mutated Rancor @JKA as well.
-Rusty Nails
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07-27-2005, 06:50 AM
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#15
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The Ninjonator
Join Date: Sep 2003
Location: Somewhere-Spain Status: Ninjonator
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So you wanna make the rancor a player model as a md3??, well i think im lost.. :/
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07-27-2005, 07:00 AM
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#16
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Rookie
Join Date: Mar 2005
Posts: 12
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I think so too.
No, I want to convert GLM models (player AND non-player models) to MD3.
-Rusty Nails
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07-27-2005, 08:42 AM
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#17
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Join Date: Jun 2002
Location: Outer Heaven
Posts: 907
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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.
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07-27-2005, 09:06 AM
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#18
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Rookie
Join Date: Mar 2005
Posts: 12
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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
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07-27-2005, 09:22 AM
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#19
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Join Date: Jun 2002
Location: Outer Heaven
Posts: 907
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Search with google.com for .glm or ghoul2 importer for max and a .xsi importer for max.
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06-07-2010, 01:15 PM
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#20
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Junior Member
Join Date: Apr 2004
Location: Poland
Posts: 254
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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.
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06-07-2010, 09:00 PM
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#21
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3D Tech Support
Join Date: Jul 2002
Location: Adanac
Posts: 2,073
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In terms of workflow it's pretty straight forward:
Import .glm into max, rig to a biped, export to .md3
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