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SW:JK Modding, Mapping and Editing
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Old August 21st, 2003   #1
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Default a small modeling question/request thingy

is it possible for someone to do these two things?
1-take off the back of the rebel soldier's helmet so it looks like an army helmet
2-add an army looking backpack

thanks
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Old August 23rd, 2003   #2
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Default Re: a small modeling question/request thingy

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Originally Posted by jedi ed
is it possible for someone to do these two things?
1-take off the back of the rebel soldier's helmet so it looks like an army helmet
You need to do a new model for the rebel. If you have 3dsmax just import it and then change the helmet part. after this just export the new model as .glm.
But if you haven't 3dsmax, just follow The Raitenks' hint. Use milkshape, then find someone that has 3dsmax to convert the file as .glm. Or maybe you could use gmax, and give the file to export to someone that has 3dsmax, just like before. Or at least, if you're not good at modeling just find someone that can do this for you.

Quote:
Originally Posted by jedi ed
2-add an army looking backpack
Err... what is an "army looking backpack"??? Well if you mean to add something to a model like a backpack, you have to change the model like before. But if you wanna add something like tha JK2 sentry gun, well, that's impossible...
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Old August 23rd, 2003   #3
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Default Re: Re: a small modeling question/request thingy

i mean like a backpack that an army soldier wears- sorry- im kind of confusing
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Old August 24th, 2003   #4
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Default Re: Re: Re: a small modeling question/request thingy

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i mean like a backpack that an army soldier wears- sorry- im kind of confusing
Ok. I'll explain: You can do what you asked by modifying the model of the rebel soldier. In the game you see the rebel soldier. His aspect is kept in a 3d model file. If you want to change its aspect (adding a backpack, or taking his helm down) you need to change the 3d model file. First you need to open the assets0.pk3 file in your "gamedata/base" folder. You can open it with winzip, or better, with pakscape. Then you need to find a model.glm file. If you use pakscape just go in models\player\ (once you will open it you'll understand...Trust me), then find a folder with a name like rebel or something like that. Then extract it in a models\player folder.
If you wanna use winzip just look for all the files stored in a path like before (models\player\rebel) and extract all keeping the path.
After this you'll need ModView, a program to view the .glm files. You can find it in one of the two official JK2editing tools. Open the model.glm file and see if this is the right model. If it isn't search again in assets0.pk3. After this you need milkshape or gmax to change the model aspect (now that i remember gMax can't import .glm files. Anyway...). Better if you have 3dsmax so you can export your new model. if you haven't 3dsmax (it isn't so cheap)just do your model and find someone that has 3dsmax and that can export your model to .glm. Believe me that the only difficult part is to model the rebel. You need to know how the hell those programs works...
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Old August 24th, 2003   #5
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Default Re: Re: Re: Re: a small modeling question/request thingy

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Originally Posted by N3G1@
Ok. I'll explain: You can do what you asked by modifying the model of the rebel soldier. In the game you see the rebel soldier. His aspect is kept in a 3d model file. If you want to change its aspect (adding a backpack, or taking his helm down) you need to change the 3d model file. First you need to open the assets0.pk3 file in your "gamedata/base" folder. You can open it with winzip, or better, with pakscape. Then you need to find a model.glm file. If you use pakscape just go in models\player\ (once you will open it you'll understand...Trust me), then find a folder with a name like rebel or something like that. Then extract it in a models\player folder.
If you wanna use winzip just look for all the files stored in a path like before (models\player\rebel) and extract all keeping the path.
After this you'll need ModView, a program to view the .glm files. You can find it in one of the two official JK2editing tools. Open the model.glm file and see if this is the right model. If it isn't search again in assets0.pk3. After this you need milkshape or gmax to change the model aspect (now that i remember gMax can't import .glm files. Anyway...). Better if you have 3dsmax so you can export your new model. if you haven't 3dsmax (it isn't so cheap)just do your model and find someone that has 3dsmax and that can export your model to .glm. Believe me that the only difficult part is to model the rebel. You need to know how the hell those programs works...

i kind of figured that would be how its done but im not spending a bajillion dolarrs on 3D studios

is milkscape or whatever a good program

doyou have a link?
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Old August 24th, 2003   #6
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Default Re: a small modeling question/request thingy

You can't do model players with nothing but 3D Studio Max.

My projects: Snow Speeder
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Old August 24th, 2003   #7
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Default Re: Re: a small modeling question/request thingy

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You can't do model players with nothing but 3D Studio Max.
Or you can do a model with Gmax (wich is free) but it can't import .glm files. So you'll need to make your model from the beginning, then give the model file to someone that has 3dsmax...
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Old August 24th, 2003   #8
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Default Re: a small modeling question/request thingy

Actually, you don't need to export to glm, you need to export to xsi.

My projects: Snow Speeder
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Old August 25th, 2003   #9
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Default Re: Re: a small modeling question/request thingy

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Actually, you don't need to export to glm, you need to export to xsi.
What? XSI?? Why??? Isn't the .glm the model file format for JK2? Or maybe you mean that you must export it as xsi, then compile it to .glm?!?!
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Old August 25th, 2003   #10
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Default Re: a small modeling question/request thingy

yup

My projects: Snow Speeder
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