JKA models into XSI?

How to create models in XSI and other 3D applications and make them work in Battlefront 1 & 2. Post models, tips for application usage and share anything XSI, 3DMax, SketchUp, etc.

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RogueKnight
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JKA models into XSI?

Post by RogueKnight »

I've been looking, and have seen lots of converted JKA models in battlefront, and i was wondering how you pull a .pk3 into XSI. I know that you need the creators permission first, but I was thinking that i should know how to do it before i start asking permissions. I asked some of the previous JKA converters, but got nothing.....
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Re: JKA models into XSI?

Post by Caleb1117 »

You must convert it, to a format that XSI can import, usually this is done through the full version of the 3D Object Converter. I believe that Milkshape 3D can also convert JKA files, there should be a free 30 day demo of it somewhere.
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DarthD.U.C.K.
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Re: JKA models into XSI?

Post by DarthD.U.C.K. »

to clear some things up:
.pk3 files are just zipfiles iwth another extension, you can rename them to zip and unpack them, the actual model file of jediknight is .glm
but i dont know how to convert glm to xsi or obj, maybe 3doc can do that...

ok, caleb was faster but the posts complement themselves pretty good
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Re: JKA models into XSI?

Post by Caleb1117 »

Oh yea, I forgot that pk3's were zips. :P
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Re: JKA models into XSI?

Post by AceMastermind »

Change pk3 to zip and extract the contents
glm = Model files
jpg = Texture files for JKA models
jpg > tga in Photoshop, Gimp, etc
glm > Milkshape
or
glm > 3ds Max
or
glm > Noesis
or
glm > Ultimate Unwrap 3D
Convert glm to a format readable by XSI(e.g. xsi,obj,dae,fbx)
Import into XSI and clean up the model
(e.g. remove unwanted parts,merge parts,resize,re-topo for point tolerance(if necessary),etc)
For player models:
  • Import Unit_Template_Beta(released by psych0fred) into a full version of XSI, preferably 5.11
    Envelope and weight your new character then export using the Pandemic Tools.
MshEx does NOT support envelope and weight data, you must use the Pandemic Tools to export player models.
For static props you can use the MshEx method for exporting to msh, but the Pandemic Tools are still highly recommended to export these as well because there is more to it than just a model converted to msh, you also have shadowvolume, proper collision, lowrez, etc to make it work properly ingame.
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Re: JKA models into XSI?

Post by RogueKnight »

Ok, but what is the .skin file for and how can i convert the textures to tga?
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Re: JKA models into XSI?

Post by Maveritchell »

JKA textures are just jpeg files, you can open them with almost any image editor.
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Re: JKA models into XSI?

Post by RogueKnight »

Yes, but i need to know how to change them so that the model uses a tga.
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Re: JKA models into XSI?

Post by Fluffy_the_ic »

DarthRogueKnight wrote:Yes, but i need to know how to change them so that the model uses a tga.
That would hafta be done in XSI. Just resave the texture as a .tga and then apply the .tga texture in XSI.
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Re: JKA models into XSI?

Post by theultimat »

Or Hex Edit the model where the texture is specified, and change the extension of jpg to tga.
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Re: JKA models into XSI?

Post by Fluffy_the_ic »

theultimat wrote:Or Hex Edit the model where the texture is specified, and change the extension of jpg to tga.
That's actually already done. I guess when you export (with mshex?) if you have anything but a .tga applied, the exporter corrects the problem and changes it to a .tga automatically.
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Re: JKA models into XSI?

Post by theultimat »

Ah....sorry. :oops:
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Re: JKA models into XSI?

Post by Fluffy_the_ic »

theultimat wrote:Ah....sorry. :oops:
It's okay, I was panicking yesterday when I converted a model for Rogue and then I looked in the msh file with a hexeditor and the texture name in the msh already had teh tga file extension instead of jpg.
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