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minilogoguy18

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Posts posted by minilogoguy18

  1. I made these forever ago for personal use but never saw them up for download anywhere so I'm going to assume no one has bothered.

     

    What I have is a full set of broken saber models for SP that work so that no matter what staff hilt you cut in half it use use an actual half model and also a mod that adds the hoth gear to the Jaden customization menu since I usually played as Jaden so I wouldn't be Kyle to a lot of poeple and had a choice of outfits if I got bored.

     

    If there is any genuine interest I might just upload them but they aren't very serious.

  2. The only thing a .glm exporter is good for is weapons, unless you found some way to export while going around the compile process that was used by the very developers of this game which was .xsi 3.x->assimilate->.glm that calls for the _humanoid.gla.

     

    The only thing with 3ds max is that unless you have a student license it costs $$ and it hasn't been able to export a working animation since version 5 because of a watermark.

     

    Does the newer version of max even support dotXSI 3.x?

     

    I guess I could always install it since I have full legit student licences for all Autodesk 3d packages but have no interest in downloading and installing just to see if 2013 can export a proper dotXSI 3.x file.

  3. Exporter isn't that useful IMO, best to have a newer .md3 exporter and .qc file generator since you can just use md3view to convert to glm so that weapon models mainly will have a proper mesh when dropped.

     

    Whats the point of having one for 3ds max when I don't think there are really that many people using it anymore? With Mod Tool 7.5 and now a blender plugin you can mod this game solely with freeware.

     

    Maybe we can get some .xsi files that work properly?

     

    Currently trying to find someone to make a .md3 exporter and .glm importer for Mod Tool 7.5

  4. Tried it, no worky, here's my .sab file...

     

    soul_reaver
    {
    name "Soul Reaver"
    saberType SABER_SINGLE
    saberModel "models/weapons2/soul_reaver/soul_reaver.glm"
    soundOn "sound/weapons/sword/draw1.wav"
    soundOff none
    soundLoop "sound/null.wav"
    spinsound "sound/weapons/sword/spin.mp3"
    swingSound1 "sound/weapons/sword/swing1.mp3"
    swingSound2 "sound/weapons/sword/swing2.mp3"
    swingSound3 "sound/weapons/sword/swing3.mp3"
    fallSound1 "sound/weapons/sword/fall1.mp3"
    fallSound2 "sound/weapons/sword/fall2.mp3"
    fallSound3 "sound/weapons/sword/fall3.mp3"
    hitSound1 "sound/weapons/sword/stab1.mp3"
    hitSound2 "sound/weapons/sword/stab2.mp3"
    hitSound3 "sound/weapons/sword/stab3.mp3"
    saberLength 44
    noWallMarks 1
    noBlade 1
    noClashFlare 1
    trailStyle 2
    noDlight 1
    // bounceOnWalls 1
    }
    

     

    Could anything interfere with this? No mods to saber effects, just some sound changes and I took the time to export working broken sabers for SP.

  5. OMG, you need to email him back asap, if they still have info on the model compiler then they may have a way to properly decompile .glm and .gla files into say Softimage since the basemodels that were released by Keshire are all borked and import with no bones where the nonhumanoidmodels like rancor and such all import with full heirarchy, bones, envelope weights and animations.

     

    While with the source models files someone like myself COULD compile every animation with a model rigged to it into 1 file with each animation labeled in the mixer but it would take FOREVER.

  6. I could understand it being annoying if you are bouncing from FFA server to FFA server but when I would play on a few different lugormod servers I would just download the files that the regulars used.

     

    Would be best if there was just a script with a list pointing to all the base models and some way to randomize the selection, don't like the manequin idea since you'd just see a bunch of them rather than a bunch of Kyles.

  7. ^I'll tell anyone anything they want to know and I've been in the game since '04, all you have to do is ask.

     

    You should go for it, weapon modeling is incredibly simple, well maybe not simple to get super high quality art but the part of getting in game is a breeze. Start by actually learning the program and how to model before diving right into trying to get something in game though.

  8. I personally love DF2 and MotS, all I can say is don't copy the maps from the old game too closely considering how old the games were, the size and layout should be similar but textures and lighting should be updated to fit this engine better.

     

    If you need map objects post some requests, may become interetested in some.

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