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AshuraDX

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Posts posted by AshuraDX

  1. @@Azatha
    I did it !
    Screenshot%202015-07-16%2016.40.40.png?d
    Noesis settings :
    Screenshot%202015-07-16%2016.41.24.png?d
    notice that you have to copy the humanoid.gla in the directory that contains your model.glm

    the bones are kinda skewed in max though, so I mgiht have to fiddle with the noesis commands a little more

    BUT I got Noesis to export hierarchy, skeleton and Weighting from GLM to FBX and manaed to import that into 3ds max
    now onto reexporting from 3ds max and converting to glm with noesis - which i'll try tonight

    Cerez likes this
  2. Alright, so I found an old copy of Max 8 and the exporter that worked with it. I used Noesis to convert the (original unedited) .glm. First I tried .fbx, but importing that into Max causes Max to crash. I then tried .obj, which imports, but without weights. I don't think that route is going to work for wanting to do this without reweighing the model from scratch.

     

    Ashura - I could import the .fbx into 3DS Max 2015, but then how do I save the model from 3dmax to .xsi/.glm without an exporter? Am I meant to then use Noesis again to reconvert to .glm?

    yes, you are I just tried to import an fbx to 3ds max and I couldn't get weights, hierarchy or skeletal data sadly

  3. Currently I'm using Max 2015 and unfortunately none of the exporters seem to work for it. I get an error on startup saying the plugin won't be loaded as it's made for an older version.

    but a new exporter is not required !

    Use noesis, as described by @@DT85 in his tutorial

    http://jkhub.org/tutorials/article/182-glm-importexport-using-noesis/

     

    if you convert a glm to fbx via Noesis it MIGHT keep the weighting intact when importing in 3ds max

    I can not confirm this (yet) though

  4. The gun is pretty much a rebuild of the original E11 Prop with a few white parts from what i've seen

    and it has been identified as a prop based on the sterling smg  (which the original E11 was aswell)

    with the only main difference being tat the magazine is now located on the right isntead of the left side of the gun

     

    EDIT :

    check this out : http://www.whitearmor.net/forum/topic/29306-the-new-epvii-blaster/

     

    EDIT : fro mthe Anaheim gallery, showcases the weapon holstering mechanism

    http://www.rebelscum.com/2015-Celebration-Anaheim/Star-Wars-Celebration-Anaheim-2015-The-Force-Awakens/Star-Wars-Celebration-Anaheim-2015-The-Force-Awakens-038.jpg

    http://www.rebelscum.com/2015-Celebration-Anaheim/Star-Wars-Celebration-Anaheim-2015-The-Force-Awakens/Star-Wars-Celebration-Anaheim-2015-The-Force-Awakens-037.jpg

    Langerd and Tempust85 like this
  5. I have to say Im definitely impressed by what they have shown us but still a bit skeptical about the class system they are using - I'd have loved to get some more info on that - especially the fact that everyone seems to have jump/jetpacks is odd to me

  6. hey guys, my smart phone jsut kinda gave up on me

    I can no longer access my contacts or sms on my samsung galaxy Y (S55360)

     

    Ibacked u everything I needed and reset my phone to factory standard, but with no success.

    I still can't get to my contacts list or view any sms

     

    Has anyone encountered this problem before ?

  7. Well, that's what I have tried at first, when I was working on the episode 7 tie-fighter re-skin, and wanted to change it like "tie_ep7" and when i changed everything and wanted to spawn in game "npc spawn vehicle tie_ep7" nothing happened. Also i wanted to try making the Rebels TIE fighter skin, without affecting the other TIE Fighter models, but it's not quite possible with the basic vehicle of TIE Fighter, because the Rebel's tie got one "normal/basic" wing and the other is colored in the orange-yellow stylized design.

    making the rebels Tie is possible aswell - jsut need to adjust the .skin file

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