Make sure your texture is in a 'models' folder (e.g.: models/map_objects/ships/ship.jpg ), Apply your texture using the 'standard' material only. and at times we called on outside experts to help us overcome some of our coding challenges.įor v2.3 features, installation and usage instructions please see the included readme_v2.3.pdf file. This was a tag-team effort between DT85 and myself. If you fancy messing around with this rig before the tutorial is up - don't be shy to reach out to WC3Tutorial or me on the JK Community Discord #modding channel.Įxporters for the Quake III. I'd be happy to hear any questions you might have upfront that might help make the tutorial better and easier to understand. WC3Tutorial from the JKCommunity Discord, who has been Alpha-Testing the initial Version of the Rig heavily, might beat me to recording a tutorial - if that happens I'll link it here. The file has already been uploaded and approved here on JKHub and I hope to get a tutorial written up and recorded until next weekend. (I linked the exporter for 3ds max 2021 underneath - check the authors other uploads for alternate versions) To export animations and get them ingame you will need the Jedi Academy SDK Repack and the dotXSI Exporter for your version of 3ds max. It is also organized in layers and comes with a couple of useful premade selection sets to streamline animating and exporting your animations to the game. This means that when you move any part of the rig, the bones of the character move accordingly. This rig comes in a 3ds max scene with the original Jedi Knight Game bones constrained to it.
This Video (and this Channel in General) explain what CAT is and what it can do really well: It allows you to quickly and comfortably make high quality Animations, after setting up a Rig that is equally quick to build. Most of you are probably like "What the Hell is this?", so let me explain:ĬAT Is a very versatile Rigging and Animation System for 3ds Max. But I finally got around to rebuilding this thing for the third time - this time properly and with all bones for Jedi Academy, Jedi Outcast and even Soldier of Fortune 2. This is something that I've been working on since like 2017. And at this point being the owner of this and providing updated versions. And being the prime motivator and reason for this project being completed at all. And being the tester verifying all the functionality, and making the requirements. Milamber has created a tutorial on JKHub: "C:\Program Files (x86)\Autodesk\3ds Max 2011\plugins\" You have 3DS Max 2011 32bit installed at the following location: "C:\Program Files\Autodesk\3ds Max 2015\plugins\" "C:\Program Files\Autodesk\3ds Max 2015\" You have 3DS Max 2015 (64bit, since there is no 32bit) installed at the following location: Pick the required plugin matching your 3DS Max installation, and put it into your 3DS Max plugins folder. The plugins have been tested and verified with the following 3DS Max versions: Should probably work for Jedi Outcast as well, but this has not been tested. Creature models (Non-player usable models, such as rancor and wampa) The plugins have been tested with creating/modifying for Jedi Academy:
If you do not have one, you can cancel that step and you will have an unweighted model imported. GLM models that are weighted to a skeleton can be imported with a skeleton if you have the matching. (32bit support was discontinued from 3DS Max 2014 and up, so there are no 32bit versions of those.) glm models to Autodesk 3DS Max 2010 - 2022, both 32bit and 64bit versions. These plugins were created on request by Milamber, with a lot of cooperation from him for testing and feature requirements.