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Tutorial How to convert Unreal engine models to quake md3

 
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lukas2288



Joined: 14 Jun 2009
Posts: 42

PostPosted: Tue Jul 28, 2009 10:08 am    Post subject: Tutorial How to convert Unreal engine models to quake md3 Reply with quote

At first download unreal model viewer from here http://www.gildor.org/en/projects/umodel.
extract it into animations folder.Choose models with you want to extract and type in cmd "umodel -export -md5 humanmalea" and run it.THe models will be converted into md5mesh and md5anim format.

Now search for md5importer plugin and smd plugin(you must find for version that you have-i am using 3d studio max 9) and extract them into scripts\startup.Now run 3ds max and the new window will apper.Press import md5mesh and load you model md5mesh file.After that press import md5anim file and load animation with you want.When you load it export it into smd.But at first export it as reference smd and then export it as sequence smd.The first is model and the second is animation.
After this download from lord havoc website his dpmodel.
Extract the dpmodel archive and place smd files here.
After this make script txt For example like this:

# save the model as soldier.dpm
model soldier
# move the model this much before saving
origin 0 0 23
# rotate the model -90 degrees around vertical
rotate -90
# scale the model by this amount, 0.5 would be half size and 2.0 would be doule size
scale 0.25
# load the mesh file, this is stored into the dpm as frame 0
scene godhorus.smd
scene death1.smd
scene death2.smd
scene death3.smd
scene death4.smd
scene death5.smd
scene dodgeleft.smd
scene dodgeright.smd
scene idlebiggun.smd
scene run.smd
scene shoothigh.smd
scene walk.smd

The scale function should be different but rotate function and origin must be same.
Now in cmd write this command dpmodel yourname.txt and run it.

The new md3 and dpm files will be created.Now place it into your mod folder.

I am not in english but if you want i can make a video tutorial.
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Fri Jul 31, 2009 9:31 am    Post subject: Reply with quote

DP supports PSK so you wouldn't have to go through that converting crap, unless you wanted to rescale it.

I would like to encourage the request of the artist's permission before anyone goes mad on a converting spree.
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Zylyx_



Joined: 05 Dec 2007
Posts: 111
Location: scotland, uk

PostPosted: Fri Jul 31, 2009 11:01 am    Post subject: Reply with quote

Hmmm, lets see:

Source Quake Mods (check)
Un-numbered Stargate mods
Un-numbered Aliens mods
Quake gets done and redone on PSP and DS

Well, I guess it's time to throw UT into the modding sphagetti mix.
Maybe we will get Unreal meets Quake meets Halo meets Stargate in the DP engine, with ripped UT models, Halo inspired maps with Quake textures.
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Spirit



Joined: 20 Nov 2004
Posts: 476

PostPosted: Fri Jul 31, 2009 1:29 pm    Post subject: Reply with quote

I think this is great. Just look at the amazing models out there. Much easier to ask the creator of a finished model if porting it is alright instead of asking someone to model.
An evil twin of http://skincity.beyondunreal.com/sections/show_model.php?id=695 would make a kickass Quake monster.
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lukas2288



Joined: 14 Jun 2009
Posts: 42

PostPosted: Fri Jul 31, 2009 4:49 pm    Post subject: Reply with quote

I code some knights models:
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leileilol



Joined: 15 Oct 2004
Posts: 1321

PostPosted: Fri Jul 31, 2009 5:12 pm    Post subject: Reply with quote

Zylyx_ wrote:
Maybe we will get Unreal meets Quake meets Halo meets Stargate in the DP engine, with ripped UT models, Halo inspired maps with Quake textures.

I hope not (especially with the already converted halo content for ut2004)

Quake modding wasn't about ripping off other games until Kurok came and breathed Quake editing into a new console-bred generation...
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Zylyx_



Joined: 05 Dec 2007
Posts: 111
Location: scotland, uk

PostPosted: Fri Jul 31, 2009 8:13 pm    Post subject: Reply with quote

Yeah...that Kurok I've also heard about. What is it? A PSP Quake mod?
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Wed Aug 05, 2009 2:43 am    Post subject: Reply with quote

YOU aren't kidding!! He looks AWESOME!!


Spirit wrote:
I think this is great. Just look at the amazing models out there. Much easier to ask the creator of a finished model if porting it is alright instead of asking someone to model.
An evil twin of http://skincity.beyondunreal.com/sections/show_model.php?id=695 would make a kickass Quake monster.
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xaGe



Joined: 01 Mar 2006
Posts: 329
Location: Upstate, New York

PostPosted: Wed Aug 05, 2009 2:49 am    Post subject: Reply with quote

..Exactly! It was the PSP home brew game(I really liked it on the PSP) based on a quake engine mod that got people making your solitude's, counterstrikes, and what have you for the PSP.

..You can also play Kurok on the PC as well...


Zylyx_ wrote:
Yeah...that Kurok I've also heard about. What is it? A PSP Quake mod?
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