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Utilities

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  1. 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).

    90 downloads

       (3 reviews)

    0 comments

    Updated

  2. 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.

    38 downloads

       (1 review)

    0 comments

    Updated

  3. 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.

    48 downloads

       (0 reviews)

    0 comments

    Updated

  4. 3ds Max 2009 dotXSI 3.0 Exporter 32/64-bit

    See the included readme file for more details and usage instructions.

    31 downloads

       (0 reviews)

    0 comments

    Updated

  5. 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).

    41 downloads

       (0 reviews)

    0 comments

    Updated

  6. 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.

    24 downloads

       (0 reviews)

    0 comments

    Updated

  7. 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.

    19 downloads

       (0 reviews)

    0 comments

    Updated

  8. Autodesk 3DS Max 6-2021 GLM Importer/Exporter Plugins

    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 - 2016, 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

    1,482 downloads

       (9 reviews)

    11 comments

    Updated

  9. 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.

    111 downloads

       (1 review)

    1 comment

    Updated

  10. 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.

    83 downloads

       (1 review)

    3 comments

    Updated

  11. JK2/JKA Server browser

    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/

    581 downloads

       (4 reviews)

    4 comments

    Updated

  12. 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)

    58 downloads

       (1 review)

    0 comments

    Updated

  13. 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).

    68 downloads

       (0 reviews)

    0 comments

    Updated

  14. 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).

    117 downloads

       (0 reviews)

    1 comment

    Updated

  15. Carcass

    Compiles Ghoul2 models (GLM) from dotXSI files (supports dotXSI versions: 1.1, 1.3, 3.0, 3.5). This version does not exhibit the bone jitter that was present in the original SDK carcass.exe, and is meant as a replacement for it.

    183 downloads

       (4 reviews)

    6 comments

    Updated

  16. Assimilate

    ***************
    * Assimilate *
    ***************
    Original Code: Raven
    Code edits: DT
    Date: 21st August 2014
    Version: 3.1
     
    Description:
    ***************
    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.

    138 downloads

       (3 reviews)

    4 comments

    Updated

  17. Noesis

    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.

    2,785 downloads

       (9 reviews)

    22 comments

    Updated

  18. Maya 4.5 dotXSI 3.x Exporter

    **************************************************
    JEDI KNIGHT III : JEDI ACADEMY UTILITY
    **************************************************
    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:
    ----------------------------------------------------------------------
    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.

    35 downloads

       (0 reviews)

    1 comment

    Updated

  19. 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.

    176 downloads

       (1 review)

    0 comments

    Updated

  20. 3ds Max 2012 32bit/64bit MD3 Exporter

    **************************************
    * MD3 Exporter for 3ds Max 2012 *
    **************************************
     
    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:
    **************
     
    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:
    ***********
     
    - 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')

    403 downloads

       (2 reviews)

    5 comments

    Updated

  21. DEvaheb

    This was originally by Magic Interface, however there are no physical means to contact him. (This is just a re-mirror of this: http://eliteforce2.filefront.com/file/DEvahebzip;946#Download)
     
    So what is this? It converts .IBI -> .txt, effectively serving as a means to decompile an ICARUS script. It's primitive but works for some basic scripts. Note that some constants will not function properly.
     
    Original Description:
    Created by Joris "Interface" de Gruyter.
    This Tool only decompiles scripts.
     
    This tool can be attached to the IBI format in Windows.
    If you don't have any program assigned to IBI files yet,
    double-click on an IBI file. It will prompt you to give it a
    program. Just select the DEhaveb program and press
    "ok". (it will not appear in the program list, you will have
    to press "other" or "browse" depending on your operating
    system) You're all set now. All IBI files will have the
    "DE"-icon, and if you double-click on them, they will
    open up in DEvaheb.
     
     

    Uploaded by: @eezstreet


     

    Original author may contact the staff
    here if they wish this file to be removed.

    552 downloads

       (2 reviews)

    4 comments

    Submitted

  22. XSI Viewer

    The XSI Viewer is a visualization tool for dotXSI files. It supports dotXSI 3.0, 3.5 and 3.6 in both the text and binary compressed format. The XSI Viewer can load one or more files and display a subset of their content using either OpenGL or DirectX. It's usually used as an interactive content validation tool, a pre-visualization tool or as a 3D prototyping tool.
     
    When viewing animations, you need to turn off Subframe Interpolation... or else you might see errorneous pops in your animation as it loops.
     
    See the included readme file for installation instructions.

    362 downloads

       (1 review)

    3 comments

    Updated

  23. FBX to Ghoul 2 Converter

    The FBX to Ghoul 2 converter takes an FBX model and converts it to the GLM model format used by Jedi Knight 2 and Jedi Academy. The FBX model format is widely supported by the majority of 3D modeling programs and so this will allow the largest number of modelers to create models for the Jedi Knight games. This tool allows you to convert static models as well as animated models (which use an existing GLA skeleton).
     
    If you have any questions, comments, improvements or want to report bugs, head towards the thread for this converter at http://jkhub.org/topic/2457-fbx-to-glm-converter/.
     
    Thanks
     
    Alex

    183 downloads

       (3 reviews)

    5 comments

    Updated

  24. 3DS Max 6 ROFF2 Exporter

    This is my first beta version for my 3ds Max ROFF v2 (.ROF) exporter. This exporter generates a .ROF file which is used for brush Model animations via Icarus Scripting.
     
    Place the .dle plugin in your \plugins folder.
     
    See the tutorial and other info that is posted in my WIP: ROFF Exporter thread in the Coding & Scripting section.
     
    *This plugin will only work for 3ds Max 6, 7, or 8. You can find a link to 30-day trial versions for 3ds Max 6, 7, or 8
    Interested parties can find downloads for 3ds Max 6, 7, or 8 30-day Trials at modacity.net at this link: http://files.modacity.net/software/3dsmax/
    You must apply the Origin.jpg GtkRadiant shader as the Diffuse map texture (using Standard Material) to the Scene Object.
     
    To create notes... you'll need to refer to the 3dsMax help docs. Just select your node and go to TrackView... then switch to DopeSheet mode.
     
    With the node still selected in DopeSheet mode, select the menu: Tracks > NoteTrack > Add.
     
    Then add your note keys (following the tutorial and info in the WIP thread). when you're done... just export to .ROF.
     
    Please post your results.
     
    Thanks.

    42 downloads

       (1 review)

    2 comments

    Updated

  25. 3ds Max 2010/2011 32bit GLM Importer

    **********************************************
    * GLM Importer for 3ds Max 2010/2011 *
    **********************************************
    Original Code: sfhgp (http://sfhgp.users.sourceforge.net)
    Code edits: DT
    Recompile for 2010 SDK: DT
    Date: 1st December 2013
    Max versions Supported: 2010 32bit & 2011 32bit
     
    Installation:
    **************
    Place GLM_Import2010.dli in your 3ds Max 'plugins' folder

    215 downloads

       (1 review)

    1 comment

    Updated


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