Search found 35 matches

by Rich
Tue Nov 02, 2010 9:55 pm
Forum: News & Announcements
Topic: News - Model converter with extensive Quake support
Replies: 36
Views: 56934

There are a few obvious absences in this program. Like a list of frames and the ability to move/import/export them. Also things like fullbright rendering. But I have the feeling those will be implemented by the time I would even start Qwalk 2.

Is this thing ever going to be open source, or cross ...
by Rich
Tue Nov 02, 2010 8:01 am
Forum: News & Announcements
Topic: News - Model converter with extensive Quake support
Replies: 36
Views: 56934

I've noticed i can load the .md5anim files is it possible to take a model mesh of one type and append the animation of of another to it? Creating one animation file for several versions of a player model for instance.

You can export animation files to .rda, then use the -loadrda switch to combine ...
by Rich
Tue Nov 02, 2010 4:38 am
Forum: News & Announcements
Topic: News - Model converter with extensive Quake support
Replies: 36
Views: 56934

It's not just JK2. GLM also applies to Folder of Sortune : II Houble Delix also.
You do realize who you're talking to, don't you? :)

As for the MD* formats, don't forget MDS (rtcw), MD4 (Elite Force (but they call it MDR to claim it lol)) and TIK (Uber-enhanced Q3 skel format (mohaa, alice ...
by Rich
Tue Nov 02, 2010 4:10 am
Forum: News & Announcements
Topic: News - Model converter with extensive Quake support
Replies: 36
Views: 56934

Look at all those japanese console game models down there. That's gonna make the psp quake dev kids to go convert crazy lol...

I notice a loaded Kyle Katarn.... hope for a non-3dsmax GLM export pipeline?!!?

Oh, I always thought that Raven released carcass and that people were happy enough using ...
by Rich
Tue Nov 02, 2010 3:54 am
Forum: News & Announcements
Topic: News - Model converter with extensive Quake support
Replies: 36
Views: 56934

Hmm... does this mean I'm off the hook? :o Does it do EVERYTHING?

Here's a summary of the MDL stuff from the readme:

-For MD2, pay attention to the "Skin path:" printout at the end of your export. Skin paths need to be absolute to work in Quake II, so you may need to add something alone the ...