
What are you working on for Duke right now? "Post about whatever Duke related stuff you're doing"
#3331 Posted 21 March 2012 - 10:50 AM
As for Unreal / HL models, I haven't found a way to do the conversion. The only importer for Unreal's .3d format that I know of (for Milkshape) crashes when I try to import animations. Only static meshes seem to work.
There's also the fact that I don't know much about .md3 format. Doesn't it store vertex animations? How would you convert a model with skeletal animation into .md3?
#3332 Posted 21 March 2012 - 01:23 PM
Diaz, on 21 March 2012 - 10:50 AM, said:
Very clumsily. You can convert decompiled HL models 'easily' to MD3 enough but each animation frame is stored in vertex form (or whatever it's called) so the file size becomes large very quickly if you have a decent number of frames and/or it's a high-poly model.
For reference, the 1911 I used in Imagination World was a model put up for use on FPSBanana; I put it on some animations by Toadie who I spoke to often whilst I was around the Half-life community. All together the MDL is about 525kb; the size of the MD3 for the gun alone is about 6.5mb with animations for drawing, firing, reloading when empty and reloading when not (And that's not including the different hand models)
It's not vital right now since Polymer needs optimisations more before work on better model formats or whatever is added but a better model format should definitly be considering in the far future.
EDIT: And also things like attachments aren't possible, so if you wanted to have different gun models or equipment visible you'd have to make model variations for that. I tried to make the guns a seperate sprite that stayed with the player at all times but it looked terrible since it lagged behind the player at all times.
This post has been edited by James: 21 March 2012 - 01:25 PM
#3333 Posted 21 March 2012 - 01:57 PM
How well do the resulting .md3's compress? At least if they do it well the result would be distributable...
#3334 Posted 21 March 2012 - 02:16 PM
Diaz, on 21 March 2012 - 01:57 PM, said:
How well do the resulting .md3's compress? At least if they do it well the result would be distributable...
MD3s don't compress at all. Each frame just multiplies the file size. I just made a 135 frame 20MB animated tree

Pushing the limits of the blender export script I am working on. Major update within the week, the new script will obey object and armature transformations. (loc, rot, scale) Just doing a few more tests. Had quad 2 tri support but it was very buggy.
#3335 Posted 21 March 2012 - 02:32 PM
James, on 21 March 2012 - 01:23 PM, said:
I believe newer formats are planned for the future but the issue is that the support for skeletal animations goes beyond the file format, into rendering, otherwise performance would suffer (sort of like a decompressing a zip, having to render the skeletals to vertex).
This post has been edited by Hendricks266: 21 March 2012 - 02:32 PM
#3336 Posted 21 March 2012 - 03:36 PM
Drek, on 21 March 2012 - 02:16 PM, said:

Pushing the limits of the blender export script I am working on. Major update within the week, the new script will obey object and armature transformations. (loc, rot, scale) Just doing a few more tests. Had quad 2 tri support but it was very buggy.
Oh, I was talking about compressing with an external program, like 7zip...

Got the HL soldier into max... now if I could export it without getting ugly errors ("not a one to one correspondance between texture vertices and true vertices")... lol, this error brings back old memories from the Q3 days.
This post has been edited by Diaz: 21 March 2012 - 10:46 PM
#3337 Posted 21 March 2012 - 03:41 PM
#3338 Posted 21 March 2012 - 05:09 PM
#3339 Posted 22 March 2012 - 07:46 AM
Perhaps I'll try to model a 3D Cultist from Blood using this skeleton, who knows.
Now for bigger models reducing the number of keyframes seems to be a must...
This post has been edited by Diaz: 22 March 2012 - 07:50 AM
#3340 Posted 22 March 2012 - 01:41 PM

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Looks like it works well with the HL soldier skeleton!
#3341 Posted 22 March 2012 - 09:19 PM

(Keep in mind this is just a mockup. At the time of this post, no work has been done towards the coding for this feature, and GUI code is the last piece to be written.)
#3342 Posted 22 March 2012 - 10:19 PM


But then I saw "Keep in mind this is just a mockup" and I

#3344 Posted 23 March 2012 - 02:00 AM
Diaz, on 22 March 2012 - 01:41 PM, said:

Uploaded with ImageShack.us
Looks like it works well with the HL soldier skeleton!
...That's amazing even with the placeholder skin. I never thought I'd see the day where somebody made a Blood cultist model, and yet here we are

#3345 Posted 23 March 2012 - 03:44 PM
#3346 Posted 23 March 2012 - 07:01 PM

This post has been edited by Trooper Lun: 23 March 2012 - 11:15 PM
#3348 Posted 23 March 2012 - 11:14 PM
#3351 Posted 24 March 2012 - 07:36 AM
http://www.gildor.or...projects/umodel
Or maybe this:
http://www.oldunreal...?num=1295475900
This post has been edited by Tea Monster: 24 March 2012 - 07:39 AM
#3352 Posted 24 March 2012 - 05:42 PM

#3353 Posted 24 March 2012 - 06:55 PM
Diaz, on 24 March 2012 - 05:42 PM, said:

What do you mean by modeling program? Have you tested Softimage and exporting/importing ? It is free. The other program would be LightWave , but cost a fortune. Not sure what your work flow is, but if this is for md3 models, both will work and the latter with your eyes closed.

#3354 Posted 25 March 2012 - 12:01 AM
I´m not familiar with Unreal model format but these may be useful as they´re known by their wide range of format support:
http://www.misfitcod.../misfitmodel3d/
http://khed.glsl.ru/
#3355 Posted 25 March 2012 - 04:43 AM

The modeling package I use otherwise is 3DS Max 2011... I guess if I want to get the skaarj into the TC I'll have to re-animate it myself. I'll see...

#3356 Posted 25 March 2012 - 04:52 AM
James, on 23 March 2012 - 02:00 AM, said:
I thought Transfusion had one? Just saying.
#3357 Posted 25 March 2012 - 10:22 AM
Gambini, on 25 March 2012 - 12:01 AM, said:
I disagree. Softimage has (ancient) plug-ins to get old Unreal in and out as Quake 3, and they work. The only catch is that I am too lacy to make sprites out of the models to port them fully to EDuke32.

This post has been edited by Hank: 25 March 2012 - 10:35 AM
#3358 Posted 25 March 2012 - 10:59 AM
That would be awesome. Besides 3ds max, I also have Softimage Mod Tool installed in my computer.
By the way, the Blood cultist made it into the game... hopefully I'll be able to make a decent skin for it.

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Uploaded with ImageShack.us
This post has been edited by Diaz: 25 March 2012 - 12:53 PM
#3359 Posted 25 March 2012 - 11:11 AM

#3360 Posted 25 March 2012 - 11:13 AM
What is the file extension of the original file?
Does that Unreal tool kick out anything that Noesis can read? It would be a bit of a ball-ache, but it would get your model into Max if it went through Noesis and came out as an FBX or Collada file.