They're holding out on you! Yeah a vertex on an edge between smoothing groups causes that vert to get at least two normals, so you get a hard shading seam there. As I understand it, each vertex can usually only store a single normal. So it's split into two vertices when the mdoel is converted into the game's runtime…
[ QUOTE ] I might actually make a PPM for Quake4, I can't stop reading the info they have. Suprisily most of it makes sense and is pretty straight forward. Pitty they haven't added a max exporter yet =/ but oh well that's life =) [/ QUOTE ] they havent.. but that didnt stop someone else from doing it!! the doom3 md5…
It's a bit more crazy but for the most part the guys are right. There are several paths the different pieces have to go, depending on how involved your player model is. Here is the folder structure for HL2DM as I understand it. This is normally found in; <font color="red">X:\Steam\SteamApps\<username>\half-life 2…
Not a bad game and not a bad mdel recreation, but i think his calves need just a bit more shape to them. Also i think he two center spikes in his hair need to go a little more vertical aswell ashis head may need to be a skosh bigger but way to go so far man, keep it up.
Because if you add up all the time they must surely waste writing .QCs and going from .max/.maya to .SMD to .MDL and from .TGA to .VTF and back and forth for model and material updates and instead put that time towards doing something useful you would probably be having fun playing episode 3 right now.
malcolm: When you're adept at modifying the text files it's not any slower (perhaps even faster) than using a graphical editor. PaK: I'm not using a major package but isn't it pretty much "save to MD5, type reloadModels or testModel" in Doom 3?
I have two problems with Milkshape - 1) When you import an md2 or md3, it doesn't bring in any frames. 2) Whenever I use "create polygon" it tells me that I need to select 3 vertices, even though indeed I have selected 3 verts. Otherwise, though, it's a pretty decent program, and easy to use. It's a bit slow going for poly…