Utilities
89 files
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Ashura's female basemesh
By AshuraDX
A simple female basemesh I made to build Jedi Academy or Jedi Outcast models around
Feel free to use it, but if you do please mention me in your models read me, happy modeling!
315 downloads
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Transfer Skin Data Maxscript
This maxscript allows the user to transfer Skin Modifier data from mesh objects onto a new skeleton. It assumes the incoming new skeleton has the exact same bone names as the old skeleton-- however, the "Load Envelopes" dialog will allow you to match bones manually so you could use different bone names if necessary.
See the included readme file for description and usage.
222 downloads
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Ashura's male basemesh
By AshuraDX
A simple male basemesh I made to build Jedi Academy or Jedi Outcast models around
Feel free to use it, but if you do please mention me in your models readMe, happy modeling!
251 downloads
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3ds Max 2015/2016 dotXSI 3.0 Exporter (64-bit)
This plugin exports a Softimage dotXSI 3.0 file. See the included readme file for more details and installation/usage instructions. This plugin will also work in 3ds Max 2016.
178 downloads
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3ds Max 2013/2014 dotXSI 3.0 Exporter (32/64-bit)
This plugin exports a Softimage dotXSI 3.0 file. The 64-bit plugin will also work in 3ds Max 2014 (Note: there is no 32-bit version of 3ds Max 2014 or later).
107 downloads
0 comments
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3ds Max 2012 dotXSI 3.0 Exporter (32/64-bit)
This plugin exports a Softimage dotXSI 3.0 file. See the included readme file for more details and installation/usage instructions.
51 downloads
0 comments
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3ds Max 2010 32/64-bit dotXSI 3.0 Exporter
This plug-in exports a Softimage dotXSI 3.0 file. These 2010 plug-ins will also work in 3ds Max 2011 32/64-bit.
See the included readme file for more details and installation/usage instructions.
62 downloads
0 comments
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3ds Max 2009 dotXSI 3.0 Exporter 32/64-bit
See the included readme file for more details and usage instructions.
41 downloads
0 comments
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3ds Max 9 dotXSI 3.0 Exporter 32/64-bit
See the included readme file for more details and usage instructions.
This plugin will also work in 3ds Max 2008 (32/64-bit).
52 downloads
0 comments
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3ds Max 8 dotXSI 3.0 Exporter
Softimage dotXSI 3.0 exporter plug-in for 3ds Max 8 (compiled using the 3ds Max 8 SDK). This plug-in is not backwards compatible to Max 6 or 7.
See the included readme file for more details and usage instructions.
33 downloads
0 comments
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3ds Max 6 dotXSI 3.0 Exporter
Softimage dotXSI 3.0 exporter plug-in for 3ds Max 6. This plug-in will also work in 3ds Max 7 and 8.
See the included readme file for more details and usage instructions.
26 downloads
0 comments
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Autodesk 3DS Max 6-2022 GLM Importer/Exporter Plugins
By Scooper
These plugins were created on request by Milamber, with a lot of cooperation from him for testing and feature requirements.
They allow you to import .glm models to Autodesk 3DS Max 2010 - 2022, both 32bit and 64bit versions. (32bit support was discontinued from 3DS Max 2014 and up, so there are no 32bit versions of those.)
GLM models that are weighted to a skeleton can be imported with a skeleton if you have the matching .GLA file. If you do not have one, you can cancel that step and you will have an unweighted model imported.
The plugins have been tested with creating/modifying for Jedi Academy:
- Player models
- Creature models (Non-player usable models, such as rancor and wampa)
- Sabers
- Vehicles
- Weapons
Should probably work for Jedi Outcast as well, but this has not been tested.
The plugins have been tested and verified with the following 3DS Max versions:
- 3DS Max 2011 32bit
- 3DS Max 2011 64bit
- 3DS Max 2012 64bit
- 3DS Max 2015 64bit
Installation:
Pick the required plugin matching your 3DS Max installation, and put it into your 3DS Max plugins folder.
Example: 64bit
You have 3DS Max 2015 (64bit, since there is no 32bit) installed at the following location:
"C:\Program Files\Autodesk\3ds Max 2015\"
Move the following files:
GLM_Exporter_2015_x64.dle
GLM_Importer_2015_x64.dli
into
"C:\Program Files\Autodesk\3ds Max 2015\plugins\"
Example: 32bit
You have 3DS Max 2011 32bit installed at the following location:
"C:\Program Files (x86)\Autodesk\3ds Max 2011\"
Move the following files:
GLM_Exporter_2011_Win32.dle
GLM_Importer_2011_Win32.dli
into
"C:\Program Files (x86)\Autodesk\3ds Max 2011\plugins\"
How To Use
Milamber has created a tutorial on JKHub:
http://jkhub.org/tutorials/article/196-3ds-max-glm-tutorial-characters-creatures-vehicles-sabers-and-weapons/
Credits
- Milamber. For requesting the plugins. And being the tester verifying all the functionality, and making the requirements. And being the prime motivator and reason for this project being completed at all.
- Archangel35757. For providing necessary assets. And at this point being the owner of this and providing updated versions.
1,797 downloads
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3D Modelling & Animation dotXSI 1.x / 3.x Importer Maxscript
See the included readme files within the zip file. Put the "MissingBitmap.png" texture in your 3ds Max "images" folder.
Please report any bugs or crashes in the dotXSI Import WIP thread here:
http://jkhub.org/topic/3297-dotxsi-3035-importer-for-3ds-max-gmax/page-4
Post any questions in the same thread above.
132 downloads
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3D Modelling & Animation Softimage dotXSI Import (v1.7 Plug-in) Cleaner
This Maxscript file is intended to be used in conjunction with the Softimage v1.7 dotXSI Importer Plug-in for Max 6, 7, and 8.
Usage: After importing a dotXSI file with the Softimage plug-in, run this script to fix issues with imported scene.
What this script does:
1. It removes duplicate nodes within the skeleton hierarchy (i.e., descendants of $skeleton_root).
2. Strips out any Softimage "Davinci" prefix from node names.
3. Strips out "B:" from model_root node name.
4. Fixes the pivots and animations for Dummy objects to be in +Z up 3ds Max coordinate system, instead of the Softimage +Y up coordinate system.
5. Shifts animation to start on frame 1 (rather than as imported on frame 0). This is necessary because the root skin pose MUST be on frame 0 to work with the newer exporters.
6. These fixes make the corrected files compatible for use with the newer dotXSI v1.8 and later exporter plug-ins.
What this script does not do:
It does not restore skin weights, or do anything with the imported geometry. Use my other scripts for that!
You'll also need to manually merge in the root pose on frame 0 if you want to re-export the dotXSI animation.
P.S. -- my motivation for writing this script was to get some troublesome dotXSI files to import into 3ds Max correctly. If you have any questions-- just ask.
101 downloads
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JK2/JKA Server browser
By Grenixal
Server browser for JO/JA with many supported masterservers. You can also customize the masterserver settings in settings.ini.
You are able to join server directly from the browser. The browser includes favourite list and a server guard, which will inform you when someone has joined the guarded server.
For further instructions please read Oobah's comment below.
You need Java to run this server browser.
https://java.com/en/download/
617 downloads
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3D Modelling & Animation 3ds Max 5 dotXSI 1.x Importer Script
This MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.029 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software.
See the included documentation for history and usage.
Version 1.029Beta works for 3ds Max 5 and later... (Not compatible with Gmax)
74 downloads
0 comments
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3D Modelling & Animation Gmax dotXSI 1.x Importer Script
This Gmax MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.029 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software.
See the included documentation for history and usage.
Version 1.029Beta works for Gmax only (a version is in work to restore broken compatibility for Max 5).
86 downloads
0 comments
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3D Modelling & Animation XSI Import MAXScript
This MAXScript is an importer for the Softimage dotXSI 1.x file format. It is derived from Tsvetan's original script (see credits). Version 1.030 makes significant changes for importing Star Trek:Voyager- Elite Force dotXSI 1.x animtaion files that were released by Raven Software.
There are a few issues with the script but it suffices to import in the animation and save it to a 3ds Max file for later retargeting of the animation onto any 3ds Max skeleton rig. See the included documentation for history and usage.
Version 1.030Beta breaks compatibility for Gmax, 3ds Max 5.1 and earlier (a version is in work to restore broken compatibility).
137 downloads
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Assimilate
By Tempust85
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* Assimilate *
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Original Code: Raven
Code edits: DT
Date: 21st August 2014
Version: 3.1
Description:
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Edited the code to stop the auto re-ordering of animations in the .car files, added a 5th additional animation slot
& added support for FACE_ & VM_ (JK:Enhanced use only) animations to be listed in the animation picker.
Installation:
***************
Place assimilate.exe in your JKA tools directory to replace the old one.
161 downloads
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Noesis
By RichW
Noesis is a tool for previewing and converting between hundreds of model, image, and animation formats. It utilizes a robust plugin system, with support for native extension modules and Python scripts. The plugin/script API features hundreds of functions and interfaces which assist in developing new formats, tools, and visualization aids.
This program has an inbuilt auto-update option which is recommended you utilize to get the most up-to-date fixes.
6,172 downloads
- 3D Modelling & Animation
- JK2
- (and 1 more)
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Maya 4.5 dotXSI 3.x Exporter
By JKHub
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JEDI KNIGHT III : JEDI ACADEMY UTILITY
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Title : Maya 4.5 dotXSI 3.x Exporter
Author : Unknown
File Name : dotXSI4Maya45_121.zip
File Size : 132 KB
Date Released : March 21, 2014
Description:
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Maya 4.5 dotXSI 3.x Exporter. This was a hard find, but hopefully someone has use for it.
This is as-is with no support and is untested because it's so old. If you're able to use
this plugin, I'd like to hear if it actually works.
======================================================================
THIS UTILITY IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION, RAVEN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
52 downloads
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3ds Max 8 JO-JA Skeleton
The JK3 skeleton(s) that are floating around out in cyberspace have had some bones accidently moved; and other bone transform errors when compiling with Carcass and combining originally released dotXSI animations. Some of these errors (that are fixed by this skeleton) don't manifest when you compile against the existing _humanoid.gla.
Pedigree:
This skeleton was first created by importing the released JO Kyle root.xsi file using Raven's 3ds Max 5 importer (which automatically creates Max Bones).
Then using the Luke JA root.xsi file, I incorporated the left and right tail bones.
I then fixed the spine bones lengths (pelvis and thoracic) to appear as a continuous chain.
I incorporated the JKA "face_always" dummy... and relinked all the facial bones to match the correct order.
I then had to fix the left and right eye basepose transforms due to carcass errors (solved by adding root nulls and making eye bone transforms match the released root.xsi values).
Added bolts and had to fix Stupidtriangle_off... (I really can't recall what I did to fix it-- I know I skinned it to only a single bone).
I know this skeleton works... it has been tested to compile a new root.xsi as well as taking this new root.xsi and combining it with original dotXSI animations to verify all goes well with Carcass. This skeleton, or a future update, will serve as the basis for my advanced character rig. I also plan to make a simple IK rig using only the JA facial bones. Currently this skeleton includes the SOF2 facial bones that are inherent in the JO root.xsi file. I plan to use all of these facial bones in the facial rig of my advanced character rig.
So for the purposes of compiling JKA models you should select the JO and SOF2 bone layers and hide them... so that you don't accidently weight anything to them. Be sure to do an "Export Select" when you export your dotXSI.
The purple bones are JA unique bones (i.e., the rtail and ltail bones).
The yellow bones are the JO unique bones.
The cyan bones are common to both JO-JA skeletons.
The pink bones are the motion and hang/hand tag bones.
The magenta bones are the SoF2 facial bones.
NOTE: This skeleton will eventually be released as a 3ds Max 6 file for those still using 3ds Max 6 (...I haven't forgotten about you! ). And the color scheme may change in the future.
201 downloads
0 comments
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3ds Max 2012 32bit/64bit MD3 Exporter
By Darth Martyr
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* MD3 Exporter for 3ds Max 2012 *
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Original Code: Pop'N'Fresh
Code edits: DT, Darth Martyr
Recompile for 2012 SDK: Darth Martyr
Date: 19th February 2014
Max versions Supported: 2012 32bit & 64bit
Installation:
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For 32bit: Place MD3_Export2012.dle in your 3ds Max 'plugins' folder.
For 64bit: Place MD3_Export2012_x64.dle in your 3ds Max 'plugins' folder.
Exporting:
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- make your model
- texture it and apply your texture using the 'standard' material only.
- make sure the texture folder has 'models' in it (see below for example).
- export it with 'smart paths' checked, and make sure the destination folder has 'models' in it (see below for example).
- for a static model (no animation) just put a '0' in for 'following frames'.
(example: 'models\map_objects\MD3OBJ')
421 downloads
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DEvaheb 2.0
By Interface
DEvaheb can open IBI files and convert them back into text file scripts you can open and edit with BehavED.
DEvaheb 2.0 is command line only. However, it can open a text editor of your choosing when it has decompiled (such as notepad, BehavED,VS Code, etc.).
https://github.com/jorisdg/DEvaheb/blob/v2.0-beta.1/Usage.md
Quick Start
The DEvahebOpen.cmd file wraps the executable and opens notepad. You can use this cmd file instead of the .exe to open your IBI files. You can edit the .CMD file in notepad (right-click Edit in Windows explorer) and instead of opening "notepad" you can point it to the location of BehavED.exe on your system, etc.
Find the source code, file issues and ask questions at https://github.com/jorisdg/DEvaheb/
767 downloads