View Full Version : Tutorial: JKII Modeling in gmax Part 1
06-17-2002, 05:43 AM
some of you may have seen me mentioning that i've been working on a tutorial for gmax users, some of u might not have. but anyway, its done, and has been uploaded here (http://www.btinternet.com/~howe_alison/brothers/tutorial/gmax_jkii_tutorial.htm). good luck to you all, and Part 2 will be out once i work out how to do some of the more advanced stuff im gonna need for it.
06-17-2002, 05:59 AM
THank you so much I'll have to try this all after dinner, I would hug you but I'm not going there, finaly I can start making stuff! Look out from some weird crap from me, or just crap in general....
06-17-2002, 06:41 AM
Thanks bro. Is part 2 going to be on player models instead of Saber hilts?
06-17-2002, 12:07 PM
ive got a basic model of my lightsaber, but im having problems resizing it. i cant find the attach list thing you were talking about. you said go to modifiers then attach list, where is it though?
06-17-2002, 12:56 PM
Very cool, Lord -=[FBF]=-!! One question for you, and I think this is where I've been failing for a couple weeks to get my skin applied properly: When you say Export Frame 1, what should I be putting in the box, exactly? Just "1" (without quotations?) Until your tutorial, I've been putting in that box "w_saber tag_flash". Would it be possible to get a screenshot of that box immediately before you hit the Export Now button? I'm hoping this is where I've been screwing up, otherwise I have to figure out other reasons my skin wouldn't be applying :)
06-17-2002, 01:10 PM
sweet tutorial, Lord - =[FBF]=-. It's really helped me out. Could you do a similar tutorial on map models? That would be really sweet.
06-17-2002, 01:22 PM
This is a very nice tutorial. Good job on it. Could you by any
chance make a tutorial that explains how to work with custom
player models like fitting them around the root.xsi, the tags,
and all of that other stuff required for a player model?
If you did, I would be very, very grateful. You and your friends
would also to be able to download the Vampire Hunter D
Player Model much sooner.
06-17-2002, 10:24 PM
SillyGoose: Part 2 is gonna be other weapon models, like the Bryar Pistol, which are more complex than the basic saber because u have to do several models, and some animations, plus recoding the projectiles. ill be covering player models in Part 3, eventually.
Fart_Vader: Attach List is a button in the rollouts section of the Modifiers panel, not part of the Modifiers List dropdown menu. if u cant see it, try expanding the rollouts.
BradFu: ill do u a screenshot when i get home, but the Frames box should just read 1, because ur exporting the first animation frame cos MD3View screws up with multiple animation frames and u only need one for the saber. as for why ur skin isnt applying, have u made the .skin file and applied it in MD3View
mcowart: maybe eventually, but first im doing projectile weapons and player models
thanks for all the feedback!
06-17-2002, 11:45 PM
i though player modeling in gmax wasnt possible without the ability to export to xsi
06-17-2002, 11:53 PM
Hey BradFu in that box you only put the number 1 that's all.After that you push export, you don't have to put in that "W_saber tag flash" thing, that is it!!.
06-18-2002, 05:46 AM
Madjai: that could be a major stumbling block. i, like many of u out there, still have a lot to learn, and when i find out how i will compile it all into the next parts of this tutorial to save everyone else having to work it out for themselves or search for less-than-helpful tutorials. if u know anyone who can code in whatever language and can translate the XSIimporter to gmax, plz ask them. if not, i will be emailing Raven with a request.
BradFu: ur export window should look like this (http://www.btinternet.com/~howe_alison/brothers/tutorial/export.jpg). thats all u need!
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