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May 28 2009, 05:28 PM
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#31
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Enforcer
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Blender's MD3 exporter still works fine. I use NPherno's MD3 tool to re-export so that I can define different models within the MD3. But for simple stuff Blender's exporter works fine.
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May 29 2009, 03:24 AM
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#32
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Assault Captain
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That's true, but I can't use Blender to export since it's rather pain in cock to import motionbuilder data to it.
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May 29 2009, 04:50 AM
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#33
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Spiked Studios
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May 29 2009, 07:19 AM
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#34
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Assault Captain
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Yeah, I did so many painful things, that 'pain in ass' sentence is now very minor for me
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May 30 2009, 10:32 AM
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#35
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Jun 12 2009, 01:46 AM
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#36
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Spiked Studios
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Any software to edit/create *.anm files?
__________________ I'm an educated fool with money on my mind.
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Jun 12 2009, 01:19 PM
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#37
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Pig Cop Recon
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On RTCM, there's a tool called ANIM2PCX or something like that, which is just about the only tool available.
__________________ "If this company's slogan is 'The Height of Gaming Excitement', it should be called 'Orgasm', not 'Apogee'." - IGSRJ
Hendricks266's Add-on HRPs, Music Packs, Beta Research, and Mods | EDuke32 SVN Builds (gcc 4.3.3) This post has been edited by Hendricks266: Jun 12 2009, 01:23 PM |
Jun 21 2009, 04:38 PM
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#38
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Jun 22 2009, 03:07 PM
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#39
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Assault Captain
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Nevermind, i found it. -? list all commands.
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Jul 10 2009, 10:37 PM
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#40
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Duke Nukem Red Alert Developer
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Jul 11 2009, 08:32 AM
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#41
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Pig Cop
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Jul 14 2009, 02:39 PM
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#42
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Slimer Egg |
Can I get an answer to these questions:
How do you set up the Normal/Specular maps for use in Polymer? I read in an older 3DR thread that you can use the Alpha channel of the texture to hold the Height map. Is this true? To use a specular or Normal map do I need to set up definitions for my textures? EDIT: Nevermind, I figured it out by snooping around the HRP thread. This post has been edited by BlackDays: Jul 14 2009, 03:53 PM |
Jul 22 2009, 05:22 PM
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#43
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Jul 22 2009, 11:57 PM
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#44
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Jul 23 2009, 10:31 AM
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#45
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Octabrain
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Thanks. That should be enough to get me going.
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Sep 18 2009, 09:41 AM
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#46
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Sep 18 2009, 10:16 AM
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#47
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Duke Nukem Red Alert Developer
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I managed to lose track of the MD3 export plugin for 9/2008 someone had made, and the link from when I got it no longer works. anybody still have it by chance? The one in the attachment of my post should work. http://forums.duke4.net/index.php?showtopi...ost&p=13515 __________________ ![]() https://edukeredalert.svn.sourceforge.net/svnroot/edukeredalert Revision 89 http://www.moddb.com/games/duke-nukem-red-alert Ask Me Anything! masterfaster can burn in hell This post has been edited by The Commander: Sep 18 2009, 10:16 AM |
Sep 18 2009, 10:40 AM
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#48
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Slimer Egg
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Yeah, that worked fine. thanks.
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Feb 13 2010, 08:04 AM
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#49
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Feb 13 2010, 01:43 PM
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#50
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Enforcer
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Blender is free, but has a steep learning curve.
Milkshape is charged for but the price is low. Misfit Model 3D is free and looks pretty straight-forward. People seem to get along fine with Milkshape, but its just a game modeller. There are loads of tuts on the net though. The good thing is that it exports nearly anything so you are set when we switch to another format. I've never really used Misfit, but the latest version does kick out MD3 files and it can animate. It looks a bit clunky on the inteface, but it looks like it will do the job. It is limited on formats though. |
Feb 13 2010, 01:55 PM
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#51
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Feb 14 2010, 07:00 AM
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#52
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Honorable Donor |
Another option might be gMAX. It's a free version of 3ds max that was intended to be a modders version of 3ds max. It cost the developers a lot of money to make plugins for it so it never really took of though. If I rember correctly it exports to ase which can easily be converted to md3 using the md3 compiler. It might be a bit tricky to get a hold of but it should be around on the net somewhere.
It's similar to blender in terms of modeling capabilities. Blender porbably has a few more fancy modern tools since gMAX is a few years old. On the other hand it's probably a bit easier to learn then Blender. Edit: Not sure but there might even be a md3 plugin for it. At least one of the more common engines format did get a plugin, might have been md3. Then again if that was, people where would probably already be using it. Edit2: Here is a link: http://www.turbosquid.com/gmax Edit3: Seems my first edit is correct. It does infact export to md3. This post has been edited by Parkar: Feb 14 2010, 07:07 AM |
Feb 14 2010, 09:19 AM
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#53
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Duke Nukem Red Alert Developer
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gMax 1.2 Download: http://apb.game-maps.net/index.php?act=view&id=531
gMax 1.2 : Registration Bypass: http://apb.game-maps.net/index.php?act=view&id=686 Also, another handy tool for people on Win XP (Not sure if it works on Vista or Win 7 someone let me know please.) DDS Thumbs in Explorer: http://apb.game-maps.net/index.php?act=view&id=634 Lets you see thumbnails of DDS textures in explorer. If you can work out how to use gMax, then you will have no problem in moving on to programs like 3DS Max. __________________ ![]() https://edukeredalert.svn.sourceforge.net/svnroot/edukeredalert Revision 89 http://www.moddb.com/games/duke-nukem-red-alert Ask Me Anything! masterfaster can burn in hell This post has been edited by The Commander: Feb 14 2010, 09:22 AM |
Feb 14 2010, 02:38 PM
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#54
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Feb 14 2010, 02:42 PM
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#55
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Duke Nukem Red Alert Developer
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gMAX can do what you said above easily enough.
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Feb 14 2010, 03:31 PM
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#56
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Feb 14 2010, 03:36 PM
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#57
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Duke Nukem Red Alert Developer
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Press "M" when you have what you wanted selected.
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Feb 14 2010, 04:10 PM
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#58
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Feb 14 2010, 04:40 PM
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#59
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Duke Nukem Red Alert Developer
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I think gMax will only display .TGA and .BMP files in the viewer windows.
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Feb 14 2010, 04:46 PM
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#60
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