Author |
Message |
Nemix
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Wednesday, October 28, 2009
For those who want to make 3D Models.
Use this http://chumbalum.swissquake.channel/files/ms3d185beta1.zip
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medoxas
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Wednesday, October 28, 2009
Can I do models with Zbrush? And is it hard work with Milkshape?
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Nemix
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Wednesday, October 28, 2009
Yes and I'm using it for a long time, I got used to it.
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Lonno
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Wednesday, October 28, 2009
medoxas wrote : Can I do models with Zbrush? And is it hard work with Milkshape?
you can create your models in zbrush then bring them into another program if you like.
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Nemix
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Wednesday, October 28, 2009
But you can't bring it in Milkshape, it's more of a low-poly modelling tool.
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medoxas
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Wednesday, October 28, 2009
Is it easy to work with? And how much polys this game can handle?
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Zeth
The Admin
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Wednesday, October 28, 2009
Is it easy to work with? And how much polys this game can handle?
Most of the characters are in the 3000-4000 poly range right now. Maps are usually playable up to around 60,000 triangles without too much fuss on older hardware (no visibility or lightmap passes). You can technically go higher up to any amount (hard triangle limits are easy to raise if you hit them), but the user system should be considered.
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medoxas
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Wednesday, October 28, 2009
Oh okay I got it thanks mate. Should I create models with z or I should use milkshape ;Daredevil What is easier.
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Nemix
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Thursday, October 29, 2009
Sorry for posting the serial *laughing out loud*
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wrathangel
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Friday, November 13, 2009
man I have no idea how to use this but how would I start like say making a model?
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[email protected]
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Saturday, November 14, 2009
dude its pretty easy to use just look up a tutorial
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filip25
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Saturday, November 14, 2009
thank you but I don't know how to use it
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Mjuksel
Your Past
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Sunday, November 15, 2009
try using this
http://www.3dlessons.com/tutorials/1.-The-Zombie-Modelling-58019.html
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Soul_Huey
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Sunday, November 22, 2009
hmmm 3 questions if I'm going to model
is it hard?
will I get used to it?
and could I also do maps with it or is it just characters?
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Mjuksel
Your Past
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Sunday, November 22, 2009
you COULD do both with it, but you need more than MS3D alone for the maps though..
sure you can get used to it, just try some things and progress in time
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Damaera
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Wednesday, November 25, 2009
I prefer 3dsmax. It's way better.
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Lee
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Sunday, November 29, 2009
how to correctly tag head in model? it's always turns back and etc..
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TRL
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Sunday, November 29, 2009
I think it's a pity it's such a hassle to edit md3 formats. Editing halflife models is way easier in that aspect.
But hey, what can you do?
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Lee
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Sunday, November 29, 2009
Agree...but I still need an answer. I tried this tutorial http://chumbalum.swissquake.channel/ms3d/tutorials/q3a/ , but nothing new...
Ha...I can do anything
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Zeth
The Admin
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Sunday, November 29, 2009
The MD3 format isn't the most glorious approach since you lack an actual skeleton/bone structure, but it does have a performance advantage over Half Life as well as the capability to perform vertex animations.
The whole purpose of 3 separated models was so you could perform part-independent animations and although this is technically possible in skeletal animations nowadays using a bone blend mask, it wasn't quite as commonly done back in the day.
The tags are simply a way to allow you to know a position/orientation in space relative to the character. This is useful for placing attacks at SPECIFIC locations without having to hard-code these positions in. That does give the animator tremendous power and influence in many graphical aspects.
MD3 won't be predominant in ZEQ2-lite for much longer though as we have developed our own derived format from an unfinished custom version of MD4 -- we're dubbing the new skeleton based formats as .zMesh and .zAnimation!
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TRL
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Sunday, November 29, 2009
Sounds good. Will those MD4's be any easier to edit though?
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Zeth
The Admin
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Sunday, November 29, 2009
Well, it's not really MD4, per-say, for one (thus the reason for the extension/name change). It's a modified version of a custom interpretation for an unfinished and mostly undocumented MD4 format. Basically already a custom format before we touched the code, but we've since enhanced, fixed, and extended upon it.
Yes. Since .zMesh supports skeletons/bones, they'll be a lot easier to manage. The model won't need to be split into three parts (you'll export a single file). You won't need tags. Plus the format will be much easier to decompile and work with since everything isn't flattened out as vertex snapshots.
We also have plans to alter the presentation of the animation.cfg file to let you specify what animations will be attached to what characters (rather than specify each frame range, loop, etc.) This would additionally mean that you could simply model and build a sketelon for your character, export it, and then have ANY of the existing animations already in ZEQ2-lite easily attached instantly.
Rather than build a custom exporter plugin for all applications, you'll just need to export your mesh as SMD (which is widely supported) and then run it through our simple console-based converter to get the proper results.
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TRL
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Sunday, November 29, 2009
That is great news for all those low threshold model editers. When will this be implemented?
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Zeth
The Admin
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Sunday, November 29, 2009
Everything but the animation.cfg modifications and separated animation splitting is in for the new formats. You'll likely see it on the next update when we sync things up.
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Wreckageman
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Sunday, November 29, 2009
okay so I have zero knowledge on making models and milkshape seems improbable to me
can anyone post a tutorial or know of one that will help me create some ZEQ2 models. Those other ones were confusing ha.
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