Hi..!
im been working on a game called Project Raven for quite some time now.. it was originally being developed using the torque engine.. we recently decided to port to Q3...
Basically i got some questions bout making models
Im a 3d max user
- Do i have to use biped? (no standard bones?)
- do i have to split the model up into upper, lower etc or can the mesh be one continuous mesh?
- What scale do i use in max?
- Do i have to re-orientate the pivot a specific direction?
that about the jist of it... answers are much apprieciated..
Replies
2. Again in the default Q3 engine, you will have to split player models up into the upper/lower/head setup, although if you have a decent programmer on your project they should be able to alter that since Q3 is open source now.
3. I believe default Max units match default Q3 units, so if you build a 64x64x64 box in Radiant (the level editor), it'll be the same size as a 64x64x64 box in Max.
4. Not if you're using the pop'n'fresh MD3 exporter, since you can use a "tag_floor" to set the alignment of the model.
so effectively 32 max units = 1 metre.. give or take..? (and yes i know its virtual units and everythings relative)
thx for the tips so far Mop and Thnom..
that would confirm my theory..
56 units would make the characters 1.75 metres high or 5ft 9 inches approx..