View Full Version : Tutorial: Saber Modelling for Poor Noobs
05-28-2002, 07:01 AM
For those of you noobs (i am perhaps the biggest) who don't know anything about modelling, have zero bucks to spend on 3dsmax, and want a saber hilt of your very own in the game, this tutorial is for you, me just having figured it all out. Here we go!
1. Download Gmax and Tempest from www.discreet.com
a. Get familiar with these programs, especially modelling.
2. Using Tempest, import Kyle's saber.
a. How? Open assets0.pk3 (in base folder) using winzip. Select All (or just the saber) and extract somewhere using folder names.
3. Model your lightsaber next to Kyle's (so you can get the right size). When you are happy with it, delete Kyle's and move yours into the place his was (centered on the x,y,z origins).
4. As of now, it's possible to get this saber in game, but there would be 2 problems (i know from experience). Your saber will have no texture and emit no blade. The first problem we will solve is the blade.
5. Tags. You've heard about them, this is what they are. Small, one-sided right triangles. One side must be half the length of the other. How big they are in relation to your saber doesn't matter, they don't show up in game, but i made them fit within the hilt just to be anal.
a. So how does this triangle differ from any other? You must name it. There are 2 tags involved in saber hilts: tag_parent and tag_flash. tag_parent must be situated so that it lies flat, so that it's right angle (90 degrees) lines up with the x and y axes, and so that it lies where the top of your character's right hand is meant to go. i.e. the top of the grip.
b. tag_flash, which emits the blade, goes where you want the blade to start, the emitter. It is situated so the short side faces down with the sharp, acute angle pointing striaght up. the right angle lines up with the x/y axis and the z axis. Standing on it's end as it were.
6. Skinning the sucker: I'm not going into detail about uvwrapping and unwrapping, there are far better tutorials elsewhere (polycount). Once you have a 2d image (.jpg, usually), that you're happy with in Gmax (use the materials editor), you can now get it in game and fully functional! Here's how.
7. Compiling. Load your saber model and the tags. Select every bit of your saber (not the tags), and attach them together (under modify), so they are only one brush. Name this brush w_saber.
a. UVwrap it and then Unwrap it (again, check other tutorials) assign your texture to it, so it looks exactly how you want it to ingame, cause that's what it's gonna look like. now select everything (w_saber, tag_parent, and tag_flash), making sure your skin is applied in gmax. Go to export and export selected as .md3. Name this file saber_w.md3 to save time.
b. MD3 -> GLM: Now open up MD3VIEW, a program that comes with the jediknight2 tools. Open saber_w.md3 and select View Origin, under View. This will show you your tags, if they are installed correctly. Everything good? Now, export as a .glm.
Take this .glm and the 2d image (usually saber.jpg) and pak them up ( a whole other tutorial. if you don't know, ask me ). And if everything went according to plan, Your saber will be ready to slice and dice stormtroopers and other noobs alike!
05-28-2002, 07:09 AM
By the way, if you want to try my saber, with a picture of the real one, post a request (my email link is bad) and i'll send it to you, however, i don't think i'll post it, as it's very individual (based off the one i built myself). You can see the very top of it in my avatar, though it looks distorted. Mind you it's no Obi-wan saber, after all, this is the first model i've made for any game, ever. And tell me what you think of the tutorial!
05-28-2002, 07:56 AM
FYI: tag_parent is not needed.. I cant seem to figure out what it does.. Remove it .. move it around.. it changes nothing.
05-28-2002, 08:02 AM
Where can ya get tempes from?
I checked Discreet but it ain't there.
05-28-2002, 09:00 AM
05-28-2002, 12:47 PM
i dont think you need tempest to do jkii stuff. in fact, i've got stuff from gmax straight there wi/out tempest, so i know you dont. but you do need the .md3 export plugin, which can be taken from the tempest folder and used with gmax cos the tempest interface is frankly ****. if you want to do .md3s in gmax, just 'borrow' the plugins from gmax/gamepacks/tempest/plugins and put them in gmax/plugins. or, to save downloading 20mb of tempest for 170kb of plugins, download them from the files section of my site here (http://www.btinternet.com). and im doing a full tutorial including skinmapping, specially for gmax, at the moment, so if you cant find anything helpful just be patient and ill get it done.
05-28-2002, 12:52 PM
DarthCobra is correct, tag_parent does nothing i can see, (at least as long as your saber is centered on the xyz axes). It might be necessary if it wasn't. Lord FBF is also correct, you don't need to download the whole tempest program, just the plugins will work fine. Which reminds me, i'd like to thank lord FBF for all the help he has provided me in learning this stuff. It's nice to know that some people will help out a noob.
05-28-2002, 12:58 PM
05-28-2002, 05:48 PM
HELP! I installed Gmax 1.1, but when i try to install temptest it errors and closes the installer, I really need help here because im confused :(:confused: :( :confused: :(
05-28-2002, 05:58 PM
Actually the default saber seems to have 2 meshes, and i think the tag_parent is to hold them together maybe. I dunno.. but i do know you do not need it. Maybe if u have more than one mesh it might be needed.
05-28-2002, 05:58 PM
dont know how i manged to post the same thing twice... cant seem to delete.. ignore this..
05-28-2002, 06:14 PM
Master Shawn: if Tempest spouts some crap about "cannot find \GMAX\" or the like, worry not, cos its installed it anyway. just go to ur gmax install folder and run Tempest.exe (unless tempest.exe is under gmax\gamepacks\tempest, i forget). if that doesnt work (and i reccomend you do this anyway, cos the tempest interface sux), download the md3 and map export plugins from my site (http://www.btinternet.com/~howe_alison/brothers) and ditch tempest for good! if u manage to get it installed, just take the plugins from gmax/gamepacks/tempest/pluging and put em in gmax\plugins, cos then u can use gmax to do JKII stuff wi/out bothering wi/tempest
05-28-2002, 11:15 PM
To Lord FBF, you listen.
05-29-2002, 01:18 AM
Im currently trying to model my saber hilt, your tutorial is good, but for a total new to Gmax I need a little assistance, im trying to creat a model of this http://mr8472.netfirms.com/kenobi-saber.jpg and suggestions?
05-29-2002, 01:35 AM
how do i set the tags for my saber in gmax and position them?
05-29-2002, 03:19 AM
Master Shawn, the actual modeling isn't covered here. For tutorials on this, check out www.planetquake.com/polycount. There are plenty of other ones as well.
Bio Warrior, don't use tag_parent for now, that'll make things easier. I assume you have your saber model done, therefore tag_flash will go where you want the blade to extend from. Let my try to draw a picture. the "L" is your tag, shown without the third side. If you connect the 2 ends of "L" you get a right triangle with one side twice as long as the other (a tag). Here's the picture.
Pardon the crudity of my drawing, i don't know how to post pictures. The tag must be named tag_flash, and it should be only one sided, with 3 vertices. If this does not answer your question, post again and try to be more specific
05-29-2002, 03:21 AM
sorry, the picture didn't turn out. could someone post some pictures of tag positioning?
05-29-2002, 02:34 PM
i tried to use the time tags on the bottom and name them and all that but it dont let me place em
05-29-2002, 03:27 PM
Time tags have nothing to do with what we refer to as tags. A "tag" is simply a brush, like any other on your model, with a few differences. To create one, simply create a brush twice as long as it is wide, with a height of zero. now cut from one corner to the opposite corner. this is the shape of a tag, now, to truly make it a tag, you just need to name it, this is the only thing that makes it a tag instead of just another brush. you must name it tag_flash. Position it where you want the lightsaber to extend from and when you compile make sure the tags are not attached to anything.
05-29-2002, 04:13 PM
what do i use to cut it?
05-29-2002, 07:02 PM
Here's what i did, though you can find other tutorials that are better, take your (for example) 1x2 rectangle. now, edit the vertices, (not sure how, offhand) it's under modify. take the vertex from one corner and delete it. that should work, if not, move the vertex into position so it makes the triangle. Any help?
05-29-2002, 07:03 PM
05-29-2002, 10:17 PM
in gmax under modify what do i pick to combine my saber when i have all the parts selected except the tags? ive tried a few options but nothing works
05-30-2002, 12:06 AM
can anyone help me?
05-30-2002, 03:05 AM
In the modify tab, there is a rollout called edit geometry. In this rollout there are two buttons ATTACH and ATTACH LIST use these to combine your brushes into one.
05-30-2002, 03:06 AM
I forgot, only select ONE brush, then select attach list. then select all the other brushes you want it to be connected with.
05-30-2002, 02:22 PM
05-30-2002, 02:30 PM
ok new problem when i try to export it says no frames selected and no data
05-30-2002, 03:11 PM
When the export md3 beta 5 by pop n fresh window comes up, under the field "The Following Frames" enter just like this, without the quotes "w_saber tag_parent tag_flash". uncheck everything, leave the position at "none" and then export. you have to specify which frames you want to export.
05-30-2002, 03:40 PM
ok ive made a saber, im just sk9inning it tnow, but heres the scoop. do what the first post said its a good tut, but to tag it right just grab it from ravens saber, use the w_saber .md3 in the main pak file. As far as importing of md3s, use this its a maxscript file from chris cookson, it works on gmax and max 4 http://www.btinternet.com/~cjcookson/gmax/
So use that to import.
Then to export use Pop 'n' Fresh's max 4 exporter, or steal the one from tempest. you dont need to use tempest just grab the plugin file and put it in the gmax plugins directory.:biggs:
"I find your lack of faith disturbing..." ~ Darth Vader
05-30-2002, 03:57 PM
ok how do i take the tags from ravens saber?
05-30-2002, 06:09 PM
If you can steal them, by all means, do so. I have never been able to do this, so i posted how to create them as well, besides creating tags ain't no thang. However, i won't be able to tell how to take them from another model.
05-30-2002, 07:11 PM
Import one of the sabers provided with the game. Delete the saber_w mesh. And your left with the tags. Merge those tags with your model. I really dont see what the big problem is with stealing the tags. Certianly skinning and uvmapping is much more difficult.
05-30-2002, 09:49 PM
I don't know what i'm doing wrong, all i do is open gmax hit import, find kyle's saber, import it, and there are no tags. I go under select by name and all that's there is w_saber. Do you have to import the .glm?
05-30-2002, 10:22 PM
umm... ok... just HOW do you create a tag? been trying to figure out what you guys are talking about.. i've tried creating a rectangle, then i go to Edit Mesh and delete one vertice.. but i end up with just 3 vertices that don't seem to be connected.. am i doing this right?
05-31-2002, 04:07 AM
The triangle should be visible on one side. If that doesn't work for you, try importing the tags. If you want to create your own, or can't import them, try just moving one vertex into alignment instead of deleting it. i.e. so it lies in the middle of a straight line.
05-31-2002, 04:24 AM
Ok, my saber model is complete, cept for the tags, but first, I want to know what i need to skin this baby, all I think I need is a jpg with one side chrom and one side black with a little square withe red, all with a gleam thing over it so I can just add the stuff to each part, if im not correct, plz correct me, Im never gonna get this thing done if I dont get some help :(
05-31-2002, 06:55 AM
snakeeyesa27, thanks for the info!! i actually had it all along! but.. when you drag the vertice, must it form a perfect straight line? cos i sure as hell don't know how to be exact.. =P
05-31-2002, 09:41 AM
umm.. i have a question.. in some tutorials, it says that if your model is symmetrical, it's better to slice it in half before doing the UVW stuff.. but.. how do you do this in gmax? what modifier do i use, and.. how do i go about doing this? =P
05-31-2002, 12:28 PM
look man i am so new to this **** its not even funny
if you could find the time to write me out a DETAILED walk through i would be forever greatful
its just not as easy to do this as i thought it would be
all i really want to do is modify kyles saber without having to draw out a new one
my email is email@example.com
i know nothing about skinning or how to get started the only thing i know how to do is open the default saber (kyles) in gmax and add the colors i want
please help me
King Jezuz Pie
05-31-2002, 04:03 PM
Show us your lightsaber snakeeys... I would really like to see it :D
05-31-2002, 04:16 PM
First of all, i just want to reiterate, this is not a be all end all modelling tutorial (obviously). Most things, i.e. making your model, uvw mapping your model, are covered much more thouroughly in other tutorials, this tutorial is just meant to get you going, then help you put your finished, skinned, saber IN THE GAME, and maybe tell you some things not mentioned anywhere else. However, i will try to help, but i don't know everything.
Master Shawn, as i said uvw mapping is covered extensively elsewhere (check out polycount man!), but there is one thing they don't tell you. How to turn your uvw into a .jpg. I can help you here. This idea actually came from Lord FBF. When in Gmax, and you have your unwrapped uvw ( a 2d image with lots of little white lines ) hit print screen. Now open up your image editing program and paste. crop off everything but the main square ( i don't know how else to describe it). If you apply just a color texture,the main square is that texture. Not everything is always in that texture, so you must move things around (again check polycount) Make your image, say 512x512. Jk2 cannot read oddsized images, and save it as a .jpg. Now paint your skin, and apply it in gmax until it looks good. Now refer back to the tutorial for getting it ingame.
1. Eyeball it. You know you've got it when it works ingame.
2. You can slice it in half if you want, i didn't, so i can't really expand on this, i guess it would just give you more room to work on your uv map. It isn't necessary by any means.
Death2jarjar (first of all, right on)
Please check Polycount's tutorials on modelling and uvw mapping. These are the most important steps in modelling and are not covered here. Once you are familiar with doing each of these, this tutorial will help you get your saber tagged and in game. If you already know these things, please state individual questions, as it's much easier for me to field them, instead of writing another tutorial (btw, the first one is pretty much it.)
05-31-2002, 04:31 PM
I would have already, but i don't know how to post pictures! I can email it to you if you want, Pictures, the Model, whatever.
Anyway, i was looking around and found another tutorial, this one is for milkshape. Check it out!http://jk2.furrycat.net/modelling/sabre.html[URL]
05-31-2002, 04:34 PM
ok i got a problem i tried to load it ingame before i skinned it to make sure i had the model workings first of all but it doesnt show up ingame and the blade is pointing to the right
05-31-2002, 07:03 PM
Do did you have it layin flat in your modeling program? I scaled mine to the default saber to make sure it was correct. But i did notice if you move it up/down on the Z axis it does change the place where the hands go. Might be the same for X and Y axis.
05-31-2002, 07:15 PM
Make sure you follow every step of exporting. 1. Select w_saber, tag_flash and tag_parent, hit export selected. Export frames "w_saber tag_flash tag_parent".save as saber_w.md3. Open with md3view. Export as .glm. Pak it up. if you have done everything correctly, your problem may lie in the way you paked it up, there are other tutorials on making .pk3 files. if you can't find any info ask me and i'll tell you.
By the way, if it didn't show up in game, how is it making your saber shoot to the right? ( to solve this just reposition the tag.)
05-31-2002, 07:36 PM
You can just export frame 1 really.. I mean there is no animation.
Lets not make it anymore cofusing that it has to be. On another note from another thread... ppl are talkin about hilt sizes. We dont care what the real size is spose to be!!!! Make it fit both hands, and make sure the hands are not off the saber or merged in the hand mesh at all. The game uses TWO HANDS!!!!! So make it fit in two
King Jezuz Pie
05-31-2002, 08:00 PM
It does not show up because it has not been mapped. No textures have been applied and so the game displays nothing instead of a white, untextured model as you might expect. If you don't know what I'm talking about just take a model, delete one texture of the pk3 file and then choose it ingame :D
ah well posting images is not difficult... but if you have several pictures you may e-mail them to KingJezuzPie@gamesweb.com
05-31-2002, 08:07 PM
one thing i dont understand is how to get a .jpg image from a uvwmap that you can texture on in gmax.
there are programs that do this but its for 3dsmax, so how did you do it snake eyes?
05-31-2002, 08:40 PM
I give up with this saber modelling and skinning thing, im a mapper and I guess I should just stick to mapping :(
05-31-2002, 08:43 PM
i just noticed i named it saber_w instead of w_saber
05-31-2002, 08:45 PM
snakeeyesa27, I think you've done a good job with writing up all this info and I think you should definately compile it into a document and get it hosted / pimped.
I was going to write a saber tute myself, but it looks as if a model construction/uvw mapping tutorial is more in demand. I think I might make a video tutorial of a quick lightsaber construction, uvw mapping and exporting.
05-31-2002, 10:21 PM
Madjai, as explained earlier (read everything first), the way i did this is to do a print screen while editing my uv map in gmax. then paste it into paint and resize it. It's complicated, so just work with it.
Master Shawn, I believe i said that exact thing several times over the week it took me to figure it all out. If you are frustrated, by all means leave it alone for a while. (sometimes i'd take a break, and then an hour later be like, duh, apply the texture, THEN export it)
Bio Warrior, Yes! this is ANNOYING. I don't know why raven made it so some things are named w_saber and others saber_w.
Spacermonkey, i would love to just post this somewhere, but there are two problems. I know about jack squat about hosting ( i can't even post pictures) and this way, people get to ask me questions that everyone can see the answers to. It (hopefully) will keep me from having to answer the same questions over and over. But, if someone else wants to put together a tutorial, perhaps using excerpts from this forum, i would be happy to send them pictures to illustrate.
05-31-2002, 11:00 PM
hm dont know how i missed that, thx.
05-31-2002, 11:27 PM
i changed the model name from saber_w to w_saber but i still get the same problem
06-01-2002, 12:03 AM
the gmax group is called w_saber, the model is called saber_w.md3
06-01-2002, 01:09 AM
ya thats what i ment ingame it seems to be merged with the saber i made and ravens saber without the extra things i added to it i can tell since i didnt texture it and some white shows up on the saber ingame and the saber is up in the are a lil bit and its pointing straight to the right if you want i can send you my saber file so you can see whats wrong with it maybe its the way i did the tags
06-01-2002, 01:32 AM
sure. send me the .gmax
06-01-2002, 01:33 AM
Email's "firstname.lastname@example.org" (don't tell me how aol sucks, i know it already)
06-01-2002, 01:48 AM
to SNAKE EYES
thanks for replying i checked in at poly and now almost have this going ( i think ) i got the wire frame shot to unwrap and is showing up fine the next steps i am a shaking about hehe
but thanks for replying its nice to know people are willing to help
i will give you a shout when i get to the part of putting it in the game if i get stuck
and if you were saying right on about my name - lol-
i just hope lucas will kill that annoying bastard in the next one!
may the force be with you -
jedi david :jawa
06-01-2002, 02:01 AM
well i got my saber working ingame!!! thanks to all you guys out here who helped me out! but.. err... i don't know how to do the uvw stuff.. it looks horrible ingame.. hahaha but the positioning of everything is correct though.. the blade, etc etc..=) any good uvw tutorials?
06-01-2002, 02:52 AM
Well, I got the tag flash thing in there, lets let you be th judge to see if I got it right.http://mr8472.netfirms.com/tag_flash.jpg ive used arrows to point to where the tag is, although you cant see it in one of the views, the tag is on the y axis. I did attempt to add a skin, but lets just say that it didnt work to well :D
06-01-2002, 03:25 AM
the tag looks fine
i learned how to uvw map here, i think anybody can learn from it in a day.
06-01-2002, 03:38 AM
The tag looks textbook, Master Shawn. Eh, what'd i tell ya? We just can't leave it alone. Thanks for posting a pic of what it should look like.
Methuselah, right on brother! That's the best part, even better than when it's skinned. I think madjai can point you to some uvw mapping stuff.
death2jarjar, man there's nothing that would warm my heart more than seeing that sorry waste of space's eyes sliced off with my lightsaber. sorry, was that going too far? Impossible! On a kinder note, this tutorial is made by the noob for the noob ( i know what it's like when it seems like everyone else knows how to model and you feel like an idiot and nobody will help because ooooh, they NEVER had to learn to model, and it takes SOOO long to post an answer! but i digress ) like i said, i downloaded gmax, like 2 weeks ago, never having modelled a thing. By the way, just sent some pics to King Jezuz Pie to be posted, thanks in advance to him, so soon you'll be able to see what this "saber" nonsense is i've been going on about.
06-01-2002, 03:57 AM
Well, i folloed that tutorial for the most part and my thing is UVwrapped and unwrapped(or somethign like that :D) so whats the next step. If its skinning, plz, kill me now for I am lost on that!
06-01-2002, 04:05 AM
Bio Warrior, just took a look at your model (you got guts, my friend, that is going to SUCK to skin. My saber was very simple and it still drove me nuts) and i found the problem (at least i think) and it's my fault, i think i left this out ( i didn't know if it would matter, but i think it does) your tags looked good, right shape, right positions, except they were created with boxes, not planes. This is my fault for not specifying, i'm sorry. I've included a functional tag with your model (which i'm sending back). It is created with a PLANE. It should have one side visible. I only included the tag_flash, because i'm not sure where you want tag_parent to go. Just clone tag_flash and rename and reposition it. That should work. NOTE: i did NOT export your model, pak it up and test in game (i am frankly quite lazy, and would rather let you try it) but i see no reason it should not work, everything looked fine. Cool hilt, btw. I made mine very utilitarian for simplicity. (if you get frustrated skinning it, i suggest trying to make it with multiple skins. To do this (in theory) break your model into skinnable parts, like 1 skin for the knobs, 1 skin for the vanes, and one for the cylinders. then to get it in game, apply all the skins and export all the different frames "w_saber w_knobs w_vanes, etc. I HAVE NEVER TRIED THIS AND HAVE NO IDEA IF IT WILL WORK SO DON'T POST AND SAY HOW DO I DO IT, BECAUSE I DON'T KNOW. (disclaimer) side note: (do i use parenthesis too much?):)
06-01-2002, 04:15 AM
Yes, i'm sorry sir, you must now... skin it. DUN DUN DUNNNN. This is always the hardest part of the job...
Once you have your .jpg with all the nice white lines on it, it's time for slooow, painful WORK. Open your saber.jpg in your image editing program ( the po'noob prefers paint shop pro for its freeness). The lines pretty much tell you where things are, so start out with just colors until they're lined up right (keep checking it in gmax), then add details. Mine was easy, i just scanned my real saber. HOWEVER, if it looks good in gmax it will only look good in the game UP CLOSE. I had to totally reskin my saber when i loaded it in game and found the middle section just blended to gray when viewed from normal 3rd person view. The game will BLUR your texture at distance. Keep this in mind and don't get married to your skin. i.e. a fine black/white check will just look gray. Well, there. I said i wasn't going to do skinning and now i have, i hope you're happy.
06-01-2002, 04:24 AM
you must admit though it will be kickass if i get it skinned good
06-01-2002, 04:26 AM
btw i also have a version that is broken up
06-01-2002, 04:45 AM
Where do I get a jpg with lines in it?:confused:
06-01-2002, 04:47 AM
ok the blade is workin good now but the hilt still dont show up
06-01-2002, 05:01 AM
i tried to take what i had in my saber_w file and put it in the saber_w_1 file but now it says over 1000 verts
06-01-2002, 12:40 PM
Master Shawn, just open the model, click your Unwrap modifier, click Edit. Now it should open up your unwrap'ed model, which is a bunch of lines with vertices. Now press "Print Screen", then open up any graphics program like paint shop pro or the program that comes with windows. Now Paste the image and delete everything but the window that has the lines and vertices in it and save.
Use that as your template to draw on, simply draw over the lines and vertices.
King Jezuz Pie
06-01-2002, 12:55 PM
Whoah... I inteded to post the pictures snakeeyes sent me a few hours earlier.. but the forum did not work, so I'll do it now :D
If the picture should not work, just copy the link and paste it into your browser window...
I think he did a good job on the saber :D
Btw. the last picture shows the saber in real life, so I suppose it is a hilt he created himself...
06-01-2002, 01:27 PM
Ok, I still dont get it, is this what im supposed to get or am I doing something wrong http://mr8472.netfirms.com/likethis.jpg
06-01-2002, 01:29 PM
ok i think i found my problem it might be this
anyway to fix this?
06-01-2002, 02:20 PM
Master Shawn, you almost got it. In your picture click the "Edit" button to open up the UVWmap, then take the picture.
06-01-2002, 03:39 PM
Ok, I took the pic, im wondering if I need to resize it or something to get it smaller... http://mr8472.netfirms.com/likethis1.jpg
06-01-2002, 06:06 PM
Well, my pictures are up (yay!). Okay, let me explain them. The first one is my saber model wrapped in a scanned skin. This is my "photoreal" skin. In game, though, it looks like crap from normal distance, so i made a new skin, the second one. This is the skin as it shows in game, as in pics 3 and 4. Pic 5 is my actual saber hilt (made out of pvc pipe, galvanized steel pipe, and a few screws and a button: holds a dowel rod to smack things. Works good, smacks good, can take the "blade" out and wear on belt, and only cost +/- 20 bucks.) I don't see why you would, but if you want it, i can email the .pk3 to you so you can play around with it. Tell me what you think. If lots of people ask, i'll try to post it somewhere (again i don't know why they would, seeing as how they're all building their own sabers, right? RIGHT?)
p.s. thanks to madjai for fielding some questions. (it ain' hard to attain my level of expertise);)
06-01-2002, 06:08 PM
Master Shawn you have got a lot more work to do. It looks like you havent done anything with UVWmapping.
Ill give you an example in a minute of what its supposed to look like, thats the only way i explain it.
06-01-2002, 07:19 PM
What you mean I done UVWrapping wrong, i followed the tutorial and did each piece seperately like it said, are you saying I did all the work for nothing!!!!:eek: :eek: :eek: :eek: :eek: :eek: :mad:
06-01-2002, 08:27 PM
well if you did do each peice seperately they must be overlaping.
you need to spread them out, looky:
* COPY AND PASTE - DONT BOTHER CLICKING *
06-01-2002, 08:39 PM
Ok, im through with the skinning, I dont undertsand this stuff at all!:mad:
06-01-2002, 08:43 PM
if you want ill uvwmap it for you, sabers are really easy for me now.
i could easily do one in an hour or so.
06-01-2002, 08:58 PM
Ok, you can do it, heres the file addie, to save it, right click, and save target as.Saber (http://mr8472.netfirms.com/jk2/saber_w.gmax)
Thank you SOOOOOO much:D :D :D :) :) :D :D
-[JO]Master Shawn Kenobi :aobi:
06-01-2002, 09:08 PM
hmm im gonna have to edit your model a little because right now it has 10000+ vertices, which is completely unnecessary.
edit: and its poly count is 21000+ which is making me lmao right now =)
heres a tip, when you make a cylinder, under its properties, it says "Height Segments", always make that 1.
edit2: Also, where it says "Cap Segments", make that 1 as well.
I think editing your saber will take too long, ill just recreate it exactly as it is.
06-01-2002, 10:05 PM
Well, i'm making another saber, this time it's mace windu's. But, just to show you what a moron i am, i've forgotten how to get the skin in game. I did everything i said, but it just doesn't show up. My only guess is that it was something i did by accident, or it seemed insiginificant, anyway, anyone know what it is? Madjai?
06-01-2002, 11:14 PM
sorry i took so long, there were complications
that includes the .gmax of the model and the template
the only problem is when i put in the game the texture wasnt showing up, all i got was the black and white shade. Im having the same problem with my saber so i cant help you there yet.
06-01-2002, 11:27 PM
i found out the problem of the saber im makin its to complex so it looks like i gonna have to scrap it
06-01-2002, 11:37 PM
Thanks for the help Madjai, now, what do I color in, im afraid ill screw up or something so could you plz explain :)
06-02-2002, 12:08 AM
Ok, heres a pic of what ive filled in so far, this is a copy of the original btw so if I screw up I have a backup. http://mr8472.netfirms.com/saber1.jpg
06-02-2002, 03:22 AM
umm.. madjai.. i can't seem to get my UVW stuff right.. could i like send the gmax file to you so that you can help me figure it out? =P
06-02-2002, 05:59 PM
I almost have everything filled in and I will be finished with this beta tonight, I will label where everything is and get to work on the texturing, will probably need a little help, but this is turning into a doable project(for once :D) Thnx for all your guys support, I really appreciate it! http://mr8472.netfirms.com/saber1.jpg
-[JO]Master Shawn Kenobi :aobi:
06-02-2002, 06:07 PM
thats going to be quite a colorful saber.
good luck trying to get the textures to work...
06-02-2002, 06:09 PM
Well, as stated this is a beta texture, the chrom and stuff will go over the colors eventually
06-02-2002, 06:49 PM
I'm very new to this skinning thing. I do have 3ds max 4, but when I try to import the saber_w.glm, saber_w.md3 or saber_w_1.md3 it says "No appropriate import module found". I'm not sure what that means....Maybe I need to get a plugin???
Which I'm not sure where to get it :confused:
If someone could email me a detailed walk thru (mentioned above) to email@example.com I would be forever in you dept........:ewok:
06-02-2002, 08:25 PM
Does anyone know how to make tags with milkshape?
06-02-2002, 09:14 PM
I got mine textured, it doesnt look shiny crhome or anything like that but I dont give a crap because I got it textured!!! http://mr8472.netfirms.com/finis!.jpg after I got the textures on, I made the saber into a group called w_saber, didnt include the tags though(heard im not supposed to) SO, what do i do after this?
06-03-2002, 01:07 AM
Im getting the same problem as Madjai, how do you edit those LOD things anyway? Some saber maker should know how and should share the knowledge with us :D :D :D :D
06-03-2002, 01:27 AM
saber models have nothing to do with LOD (level of detail), its only used for player models.
as for the texture problem im guessing that no one knows.
06-03-2002, 01:39 AM
It has to, in the MD3View you need those LOD paths to be filed in for the texture to work im pretty sure, I want to know how ppl got em in there, must, find, out....
06-03-2002, 01:55 AM
As you can see from my pics, i got my skin in game, only now i can't remember how. I was trying everything for several days and must have been something i did in gmax. It does not have anything to do with LOD. It has to do with how it's exported from gmax, or how it's exported from md3view, because all you need in the end is the .glm and your .jpg. Experiment with different ways of exporting, using your skin, i'll try to remember what i did, but i haven't been able to so far.
06-03-2002, 09:14 AM
hmm yeah i got mine skinned and i've got the black and white problem too.. arrgghh
06-03-2002, 09:29 AM
it appears black and white in game?
Did you apply your texture to the lightsaber model in max/gmax ? I think u need to apply it to the model before you export it otherwise it wont show up in game. -
06-03-2002, 01:40 PM
Ill repeat, Can you make tags with milkshape!!?? Can you make sabers with milkshape!! Do you have to make tags for sabers? or do they implement themselves anyway?
06-03-2002, 04:12 PM
just get gmax, way better.
i put the texture on the model like you said and it only shows up in first person, not third, which is better than nothing i suppose. But i didnt do anything different or special...
06-03-2002, 04:51 PM
Actually, I think its a problem with the texture paths, the path should only be model/weapons2/saber/blah.jpg, for some reason my thing gives the whole path, you know, c:\blah...
06-04-2002, 02:16 AM
Just to show you i'm not a hypocrite, but truly am a noob (especially at making tutorials) , you've all managed to find the HUGE GAPING HOLE in my tutorial. Fortunately, being the savvy individual i am, i finally REMEMBERED!! woohoo! For the answer to "How do i get my skin working in game snakeeyes? I used your tutorial, but it is crap!" look up my new post: Po'noob Saber Tutorial v2.0 It addresses all (i think) the questions and problems found in this thread.
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