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Getting JK files into SWBF2

Posted: Thu Apr 19, 2012 9:30 am
by hellthedemon
Hey, I've been looking everywhere on how to do this and I can't find it so I decided to ask here.

My way:
Hidden/Spoiler:
So, I read somewhere that I need to import the .glm with some program then export it to an .obj with the same program (I used MilkShape 3D 1.8.40).

After that I import the new .obj into Softimage_Mod_Tool_7.5 then export it again, but with crosswalk so it becomes a .fbx then, finally, I move the .fbx to the MshEx_beta3 and it makes a .msh.

When I open it in pspad to edit the texture it only has 13 lines and it says nothing about texture, but for a normal lightsaber has way more lines and says the texture.

Also the hilt or saber don't show up in game the the jedi/sith is empty handed.
So does anyone know a good way to convert JK .gml to SWB2 .msh?

Thanks.

Re: Getting JK files into SWBF2

Posted: Thu Apr 19, 2012 11:44 am
by DarthD.U.C.K.
you cant convert a model from jk to msh without setting it up properly. the materials will most likely be lost in the conversion process and the scaling is different too. what you need to do is convert the file into an obj, import it into xsi and then scale it properly, apply the textures and add hardpoints if its a wepaon or a vehicle etc.

Re: Getting JK files into SWBF2

Posted: Thu Apr 19, 2012 12:03 pm
by hellthedemon
DarthD.U.C.K. wrote:you cant convert a model from jk to msh without setting it up properly. the materials will most likely be lost in the conversion process and the scaling is different too. what you need to do is convert the file into an obj, import it into xsi and then scale it properly, apply the textures and add hardpoints if its a wepaon or a vehicle etc.
Thanks I'll try it and see how it goes.

Wow you know that you shouldn't try converting objects when you can't even find out how to texture or scale :runaway: :cpu:

Re: Getting JK files into SWBF2

Posted: Fri Apr 20, 2012 6:52 pm
by minilogoguy18
You should learn to model rather than using assets from other games.

Re: Getting JK files into SWBF2

Posted: Fri Apr 20, 2012 8:40 pm
by hellthedemon
minilogoguy18 wrote:You should learn to model rather than using assets from other games.
Modeling is harder :wink:

Re: Getting JK files into SWBF2

Posted: Fri Apr 20, 2012 11:01 pm
by Unlucky13
Not really, the hardest part is just getting starting. After that its actually quite fun, plus everything you make is yours and can easily be made compatable with SWBF2.

Re: Getting JK files into SWBF2

Posted: Thu Apr 26, 2012 4:49 pm
by hellthedemon
True true...

Re: Getting JK files into SWBF2

Posted: Thu Apr 26, 2012 4:59 pm
by minilogoguy18
Even still you need good knowledge of XSI to make the model from JK work in SWBF2, a lot has to be changed, I mod both games.

Re: Getting JK files into SWBF2

Posted: Sun Apr 29, 2012 5:39 pm
by hellthedemon
Yeah I figured it would be hard... nothing good is easy. :runaway:

Well looks like its off to the request thread and asking for converted hilts and maybe models.

Thanks anyways.

Re: Getting JK files into SWBF2

Posted: Sun Apr 29, 2012 5:47 pm
by minilogoguy18
I'd just settle for playing JK if I were you, the saber combat in that game is far superior and 999999999999999999999999999999999999999999999999999 times more fun than heroes in SWBF2 and models in JA can be much more detailed.

Good thing about JA though is you can mod it with nothing but free programs without the need for 3rd party support.