Models |
by ChesterHQ
on 04/13/2004 03:14, 23 messages, last message: 06/16/2005 03:10, 8990 views, last view: 09/28/2024 23:27 |
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well, i have milkshape 3d
when i import a model it loads in milkshape.. but i can't export one..
why?
and how can i make my own models? (i can model.. but how to i "compile em" for cube)
mickeh
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#18: Modeling |
by Klixin
on 06/11/2005 07:26
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Mickeh:
the way i do it is i create the models using milkshape and place a random joint in the model space, assign the joint to the model and export it to md2, then i open it up in q2mdlr9b and do all my animation scripting there cos it seems more 'cube friendly' :P and dont worry about setting skins in q2mdlr9b, cube does it its own way.
They have to be exported to md2! and replace your models with the default models to save having to dig into the code.
Drdoom:
Id just replace your player models / monster models with the default cube ones.. unless you know how to code c++
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#19: Re: Modeling |
by jean pierre
on 06/11/2005 07:39, refers to #18
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drdoom:Yep that's the way to do it tough just replace the models.
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#20: .. |
by mage
on 06/12/2005 03:55
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replacing models isn't to useful if your doing your own custom models.
i've noticed that
mapmodelreset
mapmodel 0 0 0 0 "yourmodeldir/"
doesn't work
when added in the cfg.
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#21: why not? |
by Klixin
on 06/13/2005 05:20
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I dont have any probs with replacing the default models with my own ones, i mean.. if it buggers up il just copy the default model back over from a fresh installed copy of cube.
?
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#22: Re: Modeling |
by tentus
on 06/15/2005 12:46, refers to #18
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ooh, you have 9b? i want it real bad, could you perhaps email it to me at entrunner7@aol.com ? you would be my new cube hero if you did.
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#23: Re: Modeling |
by CrazyTB
on 06/16/2005 03:10, refers to #22
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What's different in version 9b?
BTW, would be better to put the file at http://www.rapidshare.de/ and then put the link here.
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