So what would I have to do? I'm using Milkshape 3D because it can import and export Quake md3 files, but I check the other characters and I can't really find anything of animation in the md3 files. And what about the skin files how do I use those? Also I have Master Chief as one object in Milkshape 3d. I could break him…
@silver_shadow: Sorry there's no bone or smooth skinning support in Modo, yet. For Modo to render out smooth skinned character animations you need to rig/animate in another app then export an .mdd file which stores vertex transformation data for each frame, not rig/bone data. Then import that .mdd file into Modo which then…
on the lines of the 'if u have quake 3' comment: download "dragon unpacker" that thing can unpack all sorts of pack files used to compress thousands of model/texture files into one. I use it to unpack and stare at Quake 4 and Doom 3 models. U just need something to view jpgs/tgas/dds in [photoshop] and a model viewer [ie.…
Yes, I download scripts. I mainly download from Scriptspot, Highend3D and simple links from forums. Now and then I find someone's personal site which has cool scripts on, and I will download them to try out. Downloading and installing scripts is usually fairly straightforward if they're standalone, one-file thingies (.ms…
Heh good point. The models that can be constructed using the game engine are fairly limited, due to the fact that they have to be constructed out of adjusted cubes. While you can construct some fairly elaborate shapes, you don't get the same control that you would with an md3 model. As to your comment about using the…
I finished a prototype to extract the major axis (run the script and then drag the mouse, at end of drag the proper axis constraint should be set) sadly maxscript has no global mousecallback, which means mousetrack blocks all other mouse operations. so one would need to do the move in maxscript, which would be ugly so, as…
Select all the objects, to got the Utilities tab -> More... -> Polygon Counter. It'll count triangles of any object you have selected. If you're making models for game engines, you *need* to care about how many polygons they're using. Especially older engines like HL1. I believe there's actually a vertex limit on segments…
seems Discreet providing the download through turbosquid now. http://www.turbosquid.com/gmax here's a direct link. works fine for me. http://files.turbosquid.com/Products/L567271/XFM83W83US/gmax12.exe I also noticed on kub's link that Discreet is still showing a picture of UT2k3 as a gmax-ready title, as has for the past 2…
the _hand md3 also has a firing animation too The animation frames are dependent on the player model's animation.cfg (look at the lines that say DO NOT CHANGE - hand anim is synced to this, and you'll get an idea of a framelist)