Map Editing |
by Goetzenzar
on 01/05/2002 19:30, 4767 messages, last message: 10/18/2021 18:52, 2846971 views, last view: 12/09/2021 05:14 |
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Welcome to the map editing saloon:
here u can post ur screens, maps, comments, questions and answers about mapediting, and meet other ppl for coop-sessions online :)
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#3582: Merging models and models animations |
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by LFCTigger
on 06/03/2008 19:31
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Hi there! How are you all? I have some real questions for you guys...I'm having some trouble with this...
I wanna do the following:
I want to merge an MD2 model (for example, a character) and another MD2 model (a weapon) and export it to MD3 or MD2 in blender.
Can you tell me how do I do that, and how do I attribute the textures to it? Because both models have own textures. Will the new model have two textures or do I make a new one? If so, how do I do that also?
And How do I know the point where they merge eachother?
Can we see the models animations in blender?
How do we do that?
Sorry to bother and sorry for the hurry, I'm trying to post in many forums so I can have the most responses possible.
Hope you can help me =)
Hug
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#3583: Model animation |
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by LFCTigger
on 06/03/2008 19:34
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Hi there! Here I'm once again einhm? =)
So, I want to animate an MD3 model. But I don't know where the pieces merge. Can you tell me how do I do that?
And how can I see their animations? I can only use blender because it's the only Open Source modelling software I know...this goes for MD2 model animation also.
I've tried but I got the error that there isno animation at frame 'x', or that animation 'y' is not of 'z' frames.
Is there possible to make them play sounds also?
How do I configure the md3.cfg that way?
Sorry for the bother and thanks for your time.
Hugs once again!
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#3584: .. |
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by toughmccuddllo
on 06/04/2008 03:56
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I'm no expert on MD meshes, since I am new to modding Sauer and have no experience with Quake, but have you not tried importing the md2 file into Blender?
File>Import>MD2
select the mesh you want loaded and the texture assigned to it
works on this end
As for loading the animation with the model... I'd have to look into that.
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#3585: .. |
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by toughmccuddllo
on 06/04/2008 03:59
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animations load too.
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#3586: A md2/md3 config question |
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by mitaman1
on 06/04/2008 13:19
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Is there any place to find a list of "commands" that can go into the model config files? I know about (for example) mdl scale, mdl spec, etc...but I'm looking for a complete list with an explanation of what each does.
Yes I have googled, searched this thread, looked on QUAD, etc...but nothing complete (or in "plain english" I can understand).
One command I am really looking for: is it possible to rotate a model (not like in game), I guess that would be "pitch" or "yaw", then some number that represents an angle.
Thanks in advance.
MitaMAN
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#3587: Re: A md2/md3 config question |
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by Quin
on 06/04/2008 14:09, refers to #3586
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Static pitch yaw is controlled with mapmodel entity attributes. If you mean "spinning" then use mdlspin.
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#3588: png showing wrong |
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by gabdab-nolog
on 06/05/2008 11:05, refers to #3586
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Hello I am trying to show a .png (rgba) in sauerbraten , but this is how it gets once in sauerbraten:
http://img258.imageshack.us/img258/2599/screenshot39947xr5.jpg
And this is the original:
http://img263.imageshack.us/img263/6969/originalsf7.png
Is there a way to solve it ?
Gab-
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#3589: Re: png showing wrong |
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by gabdab-nolog
on 06/05/2008 11:58, refers to #3588
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looks like it shows when a texture is not found or such.
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#3590: Re: png showing wrong |
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by MeatROme
on 06/05/2008 14:27, refers to #3588
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Yes - __REALLY__ save it as RGBA - not indexed, as this image has been saved.
But - of course ... if you simply add it as "texture 0" the transparent bits will show up in black ...
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#3591: .. |
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by gabdab-nolog
on 06/05/2008 16:08
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..tested the non-indexed version either , but while the alpha values are respected the glossy surfaces are not .
Guess it is due to sdl_image though ..
Gabdab
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#3592: Re: .. |
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by MeatROme
on 06/05/2008 18:00, refers to #3591
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Huh?
If you want to apply shaders to your texture you will need to provide appropriate images for it and load them onto the appropriate slots (e.g. not 'texture 0')
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#3593: Normal map generation with the GIMP |
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by toughmccuddllo
on 06/05/2008 22:01
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I thought I would share this link with all the texture artists on here. In case you haven't seen this as of yet.
Valve made an awesome plugin for the GIMP to create Normal Maps form your painted heightmaps.
You paint that heightmap nicely enough, you'll get a very good normal map.
http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP
Cheers
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#3594: Cloud layers |
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by tentus_
on 06/11/2008 02:43
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Could someone explain the nuances of the /cloud--- commands to me? The lack of documentation and sheer number of commands make me hesitant to experiment too much, because I'm pretty sure I'll draw the wrong conclusions, and I don't want to have to unlearn everything later. My C++ is too poor to read the source properly, so no help there. :P
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#3595: Re: Cloud layers |
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by SheeEttin
on 06/11/2008 04:54, refers to #3595
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Speaking of which, the cloudbox (et al) doesn't get reset on a map change.
Aside from that, it looks like the cloud stuff could be really exciting. I look forward to using it in a map I'm working on. :)
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#3596: Re: Cloud layers |
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by tentus_
on 06/11/2008 07:40, refers to #3595
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Nice, they're simpler than I expected them to be. I guess I'm used to having so many values tied to a single command that having them split up is surprising to me.
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#3597: Texture rotation |
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by Dracion
on 06/15/2008 15:47
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Just a quick question, Is it possible to rotate textures? An example of what I mean can be seen here: http://i32.tinypic.com/2pyp6dx.png
I'm looking having the line at the base of the rock straight and continuous. Is there anyway to do this other than create a copy of the texture rotated?
Many thanks.
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#3598: Re: Texture rotation |
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by marcpullen2
on 06/15/2008 16:20, refers to #3597
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I think you have to do it via the config to create a rotated version of a texture. I could really use an in-map editor command to rotate textures on the fly though.
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#3599: Re: Texture rotation |
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by tentus_
on 06/15/2008 18:45, refers to #3598
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There is the in-game cfg editor now, so it's much easier to add the needed adjustments, without even leaving the engine.
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#3600: Re: Texture Rotation |
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by Dracion
on 06/15/2008 18:51
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Guess I'll be making a modified, rotated version of that texture then.
@tentus_: I prefer to edit the cfg outside the game, and this isn't too hard since I usually play the game windowed.
Thanks anyway.
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#3601: Re: Texture rotation |
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by MovingTarget
on 06/15/2008 19:51, refers to #3599
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There is an in-game cfg editor??? Never knew that before... is it in CVS or was it implemented in Assassin?
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