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Turning .GLM into .MD3


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Posted

Hey!

 

So I got these two skins made by the awesome @@Milamber =>

http://tinyurl.com/dlcloudjof

 

...And I was wondering if it is possible to turn them into models as statues inside a map.

A retexture/reshader work probably needs to be done but how would I go about making the .GLM files into .MD3 which is needed for radiant?
 

I have searched around and seen mentions of Blender, Milkshake and such but I have no experience with them whatsoever. Rather overwhelming to tell you the truth. Some of the comments say its not even possible.

 

Any kind soul out there with some free time on his hands that can help me out with this?

Posted
  On 2/27/2015 at 2:01 PM, ensiform said:

Rich Whitehouse's noesis tool. It's available on the jkhub files list.

Thanks!!

 

And any ideas on how I could set a specific animation to the .md3?

Is it doable in radiant or should I export it while it is in that particular animation that I desire? (Sorry im really clueless, lol)

Posted
  On 2/27/2015 at 2:45 PM, ensiform said:

You would only get the mesh. In Jesus pose.

Crap...

 

So theres no way to actually set them in an animation? Is there an alternative way of creating statues with an animation of your choice?

Posted

You can import a .glm in Blender with a specified range of animations.  That will get you the pose, at least.  I'm still working on actually making a statue out of it...

Posted
  On 2/27/2015 at 3:01 PM, ChaoticConundrum said:

You can import a .glm in Blender with a specified range of animations.  That will get you the pose, at least.  I'm still working on actually making a statue out of it...

You're gonna have to forgive me... do you mean you're attempting to do this for me or are you doing something else for yourself but similar? :P

 

 

So if I got this right though =>

 

1) Import GLM to Blender, fix the animation and save.

2) Import GLM with new animations to Noesis and get the MD3 file.

=>

All good?

 

Will still need to retexture/reshader the skin but thats not the concern right now, I suppose.

 

With no experience in Blender, how hard is it to specify range of animations do you reckon?

Posted
  On 2/27/2015 at 3:04 PM, Aldro Koon said:

You're gonna have to forgive me... do you mean you're attempting to do this for me or are you doing something else for yourself but similar? :P

Right now it's for myself because I'll eventually need a certain model as a statue.  I would offer to do it for you, but figuring out how isn't one of my priorities and it might take, well, a long time.

 

Getting the animation isn't hard.  You can use Modview to find whatever pose it is you're wanting, get the name of it (like BOTH_something), then find it in the animation.cfg from the _humanoid folder.  I'm going to use BOTH_FORCEGRIP3THROW, which starts at frame 6679.  The animation has 31 frames, but I only need to import the first one.

 

I don't really know what to do after that besides delete the tags and caps and any extra LODs.  :/

Posted
  On 2/27/2015 at 3:31 PM, ChaoticConundrum said:

Right now it's for myself because I'll eventually need a certain model as a statue.  I would offer to do it for you, but figuring out how isn't one of my priorities and it might take, well, a long time.

 

Getting the animation isn't hard.  You can use Modview to find whatever pose it is you're wanting, get the name of it (like BOTH_something), then find it in the animation.cfg from the _humanoid folder.  I'm going to use BOTH_FORCEGRIP3THROW, which starts at frame 6679.  The animation has 31 frames, but I only need to import the first one.

 

I don't really know what to do after that besides delete the tags and caps and any extra LODs.  :/

I was with you on the Modview part but then you lost me on tags/caps etc :( Its too unfamiliar territory for me.

Damnit...

Posted

Surely to God there's an easier way to do this.  But I'll explain what I've done so far...

 

 

  Reveal hidden contents

 

 

That's as far as I've gotten on it... feel free to experiment from there.

Aldro Koon likes this

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