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Animating in 3ds max for quake 1?
Posted: Wed Mar 24, 2010 11:51 pm
by Acidmoxy
Model textured, animated and ready to go in 3ds max. I'm aware that I need to export each frame of animation to a separate 3ds file. Now, how in the heck can I compile the whole lot into a single .mdl? I hear whispers of milkshape being able to do this using a qc. file. Since my animations correspond exactly to the quake soldier, could I use the qc file for that model?
Posted: Thu Mar 25, 2010 1:51 am
by Sajt
Get it into an MD3 somehow, then use my
model converter! I don't know how you will get it into MD3, though, I have no experience with 3DS Max.
Posted: Thu Mar 25, 2010 3:45 am
by r00k
What version of 3ds Max?
I have a player model with complete animated .pts of the original Quake guy. This was put together by MonkeyRat I think...
Posted: Thu Mar 25, 2010 9:17 pm
by c0burn
r00k wrote:What version of 3ds Max?
I have a player model with complete animated .pts of the original Quake guy. This was put together by MonkeyRat I think...
Upload this please!
Posted: Fri Mar 26, 2010 4:13 pm
by r00k
Here goes, including the original readme....
http://www.quakeone.com/qrack/quakeguy_ ... _0-142.zip
I wish I could remember WHO made this!! I think it was MonkeyRat
Here's a rar that contains player.tga, quakeguy collapsed 0-142.max, complete animations.pts, ExportMD3.dle
The 3ds max 08 file has a player model (edit poly of course) thats unwrapped and animated with all his original 0-142 frames of glory. He's the right scale, in the right pos and facing the right direction too for exporting to a md3/mdl... plus the frames are in the right order too (i've locked his pos,scale and rotation by the way). It uses a morph or point cache to be precise (you need "complete animations.pts" so don't delete it) to load all the different frames. Not really good for much, besides ref if your making a new model or animating one.