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3d Modeling Help

by shocktrooper1 on 06/06/2006 09:26, 38 messages, last message: 10/02/2007 15:05, 7392 views, last view: 05/14/2024 01:41

Post your questions, comments or advice here concerning 3d related material.

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#1: ..

by hampus_ on 06/06/2006 11:11

I have a question. I want to export my work from blender to MD2, with animations and all. It looks like the MD2 export script does not support animations, and the model gets f*cked up. Yeah I have tried to convert it in Q2 Modeller first. Then I think the best way would be to firt export it with a script that supports animations and then import it into Milkshape, but i haven't found anything that works.

Thanks

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#2: Re: ..

by Passa on 06/06/2006 11:13, refers to #1

Try exporting to 3Dmax, then exporting from there to .md2

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#3: ..

by hampus_ on 06/06/2006 11:25

Thanks Passa. That worked pretty well, I will try more later, I don't have time right now.
The reason I didn't used that before was because there was an error I couldn't find a fix for. But other scripts I have tested have had the same errors and those I have found solutions for.

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#4: ..

by makkE on 06/06/2006 11:28

Nope.
1. Export from blender. (static)
2.Import to Q2modeller
Export to md2 again.(to get a 100% correct file)
3.Add animation in ms3d or mm3d.

ms3d:Export to md2 (works fine)

mm3d:Export to md2, re-import to q2modeller, export from there.

Step 2 might not be neccesairy (if mm3d or ms3d open blender´s md2 export fine.)

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#5: ..

by hampus_ on 06/06/2006 11:35

I will try that too if the first thing doesn't work. The thing is I want to animate in blender. I don't remember exactly how it worked in ms3d but I think it was much harder there. And it looks like mm3d runs on Linux, great!

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#6: ..

by makkE on 06/06/2006 11:50

You will need q2modeller. It can be emulated without problems on linux.

Not sure if the blender export works with animation, just try.

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#7: quake 3 mapping via sauer

by Passa on 06/09/2006 13:07

I think it might be possible to make Quake 3 maps using Sauerbraten.. correct me if I am wrong..

You make a map in Sauerbraten without texturing, just geometry.

Export to .obj, open in Blender using .obj import script. Then use the blender export to .bsp script. Open in radiant or other editor and texture, then open in Quake 3 :P

Possible?

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#8: Re: quake 3 mapping via sauer

by hampus_ on 06/09/2006 13:20, refers to #7

I guess you're talking about the script availabe here: http://24.196.254.5:8080/programming/blender/index.html#BSP
But if you read he says that this export script is not done yet.

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#9: Re: quake 3 mapping via sauer

by hampus_ on 06/09/2006 13:23, refers to #8

But I think you could do it in another way. Export the model to the ase (I think it's called) and then import into radiant.

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#10: Re: quake 3 mapping via sauer

by rancor on 06/09/2006 20:49, refers to #9

Let me know if this works at all. I have a couple of things that I'd like to have for Quake 3, but not only am I too lazy to learn q3radiant, they are not really worth the effort.

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#11: ..

by hampus_ on 06/09/2006 21:47

try this: http://www.google.com/search?hl=en&lr=&q=blender+quake+ase&btnG=Search

I haven't tried it, just read about it.

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#12: Re: quake 3 mapping via sauer

by kurtis84 on 06/10/2006 23:30, refers to #10

Aside from basic brushwork ( which btw, radiant can do a WHOLE LOT more with tris than sauer can ) you would still have to do a bunch of "repair work" to the imported map. You'll end up having to learn most of radiant just to fix your imported map, before you'll be able to compile it into a working .BSP anyway.

This is like trying to put a square into a hole made for a circle...it's just not meant to be.

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#13: ..

by makkE on 06/10/2006 23:45

Still, I think it could be easier to make the basic layout in sauer, it´s much more direct.
I tried bsp mapping too a long time ago, it was hard to just get the basic proportions look right, since there´s quite some diffrence between what you see in radiant and how it turns out in game.

You´re right, you won´t be able to make a q3 map without learning radiant, but for the basic shapes, sauer would be cool to use (at least for me).

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#14: ..

by rancor on 06/11/2006 00:11

OK, thanks for the input. I'll probably try to do it with sauer regardless of the need for patching up, since it still seems like it would be easier to get the layout right that way.

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#15: ..

by makkE on 06/11/2006 00:46

That´s up to you, I just think that kind of workflow could appeal to some.

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#16: eisenstern modeling questions

by iksiksx on 08/18/2006 12:46

Hi, I've recently discovered Eisenstern and I would like to help out making it a great
rpg. And since I had little modeling skills I've been bringing myself up to speed.
My knowledge on this is rather limited, but I think I've come far
enough now to ask some usefull questions.

Firstly, I've made a model, textured it and gave it a simple walk animation. I've included
the ms3d file and a screenshot of how it looks.
[URL=http://img218.imageshack.us/my.php?image=examplesu2.jpg][IMG]http://img218.imageshack.us/img218/3527/examplesu2.th.jpg[/IMG][/URL]
http://rapidshare.de/files/29840292/knightmodel.zip.html
I've used 588 faces. My first uestion is, what is the upper limit of faces I can use to
make a model for eisenstern?

My second question. Is there some special place I have to send my model
or do I just post it here? I could also use a little feedback on the knight model I've made.
Is it good enough to be used in eisenstern or should I refine it more? I think I'll refine it more
anyway, but I could use another unbiased opinion on how it looks right now.

Third question. Could someone send me the ms3d files of the present eisenstern models or at least a format
which allows me to import it in milkshape or misfit modeler, so I could study
the animations? Milkshape doesn't seem to be able to import the md3 format animations.

Last question. What kind of models are needed?

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#17: Re: eisenstern modeling questions

by Aardappel_ on 08/18/2006 18:58, refers to #16

You should make your models md3 format.

How many polys has the inexact answer "as many as you need to make it look really good without being wasteful". For eisenstern I think that means you can aim at at least 1000 to 1500, assuming you are utilizing all those polys well. If you made the most amazing model in the world, then I could accept 2000 for example. All depends how good the model is.

The engine actually could do more polys than that... just the md2/md3 formats are quite wasteful for high poly. Once sauer gets my skeletal animation system we can reevaluate.

If you want to cooperate, it is best to come to irc (#sauerbraten, quakenet), so you can talk with our resident eisenstern artist, shocktrooper, and we can talk about what is required more easily.

A knight could be useful... but try making him more medieval looking :)

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#18: Re: eisenstern modeling questions

by iksiksx on 08/19/2006 18:12, refers to #17

I kept my models in the ms3d format so other people could easily watch them in milkshape, but as soon as I start to fully animate them I'll put it into the md3 format. Which makes me wonder whether it's already usefull to start animating them, because you're talking about implementing a skeletal system.

Well that's something for the future because first I'll have to try and make at least one good looking model.

I'm already working on a new knight version which looks more like a knight. As soon as I got the texture ready I'll make a thread where I intend to post all my new models and ask for feedback on them.

I'll try to drop by in irc now and then too.

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#19: Shocktrooper

by ian on 09/09/2006 20:06

Hi shocktrooper, Ian here. I have been trying to email you but your email seems to be down. Can you email me or post an email adress that I can reach you at.

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#20: Re: eisenstern modeling questions

by CrazyTB on 09/14/2006 22:16, refers to #16

> My second question. Is there some special place I have
> to send my model or do I just post it here?

Maybe here, but I guess only the finished works:
http://www.quadropolis.us/

I'm not sure if people visiting that site wants to see incomplete models.

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