I use Crowbar, it's pretty easy and straightforward. You'll probably going to need GCFScape first to extract the files before decompiling the MDL. To open the SMD you can use MESA since you're on Maya.
@MdK & Soldeus: It's md_antique_bronze_2 from the zbrush download site. @Snowstorm: If this set takes off and gets into game I'm hoping to make a similar set for Abaddon and maybe others. It's definitely a fun style.
I think there is nothing to worry about , it might be common bug from during import and testing in game . To test it ingame : I dont know if it works or not but there will be alot of steps you are going to do . If not you might need to change it in the particle editor but just leave it for now . 1) Locate your compiled…
Pior,Sukotto- thanks alot! Mdk- Yeah I didn't realize that till after I drew them, but I think they should work out with his animations anyway. Some more singles I have been working on, the first axe/axes for Beastmaster are still up for grabs.
I might add : I checked on the uv layout in max and in the exported version, they're the same. I checked the model ingame , same problem as in mdl viewer. I take the uv mapped model in max and add the 3d painted texture to it ---> everythings fine, no visible uv seams etc.
Source splits the animations and physical shapes into separate .smd files. This allows them to have a 'male shared' animation .smd and share all the standard male animations with all their standard males. The process works in that you need to write a .qc file, this name is a hangover form the quake days. It describes how…
MdK, thx, yeh mb when get some free time i will change color ;3 Vayne4800 don't understand you realy, but i use this guide for texturing: http://steamcommunity.com/sharedfiles/filedetails/?id=123397498#19244
So what you can do is bring it into maya or a 3d program, select the UV seams (as they will be the cloth seams as well, and then do what you will with them. I would recommend seeing if you can quad the clothing as well--I'm not sure how well MD4's convert to quad works but there's a way you can do it in maya. Not sure if…