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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Thu Oct 16, 2008 3:34 am    Post subject: Reply with quote

Quote:


I've been using 3dsmax.




I have *cough* 3dsmax v9. Have you found a .max/.3ds to md3 exporter for v9?? I'm a total n00b to modeling. I cant even make a box in 3dsmax Wink But I would really like to learn... your models look nice, and you seem to flow thru them pretty fast ! Very Happy
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Thu Oct 16, 2008 3:45 am    Post subject: Reply with quote

i... have milkshape its not profecinal like max but... i can put out some fairly good work with it.

i just made this, the texture took me like 3x the ammount it took me to model it.



i can show you how to get custom models into quake using it.
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Thu Oct 16, 2008 1:00 pm    Post subject: Reply with quote

I have an md3 exporter that works with v5, but it's not much use with v9. I can import md3 in v9, because the importer is a script. I also have import and export md2 scripts.

You can get md3 from max by exporting it to smd and then use dpmodel.exe to compile it into dpm and md3.

I used to use milkshape for animating models when I didn't have the md2 exporter script and I needed md2. Couldn't do anything else with milkshape.

If you have trouble making a box, I recommend looking at the tutorials/help files that come with max.
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ceriux



Joined: 06 Sep 2008
Posts: 969
Location: Florida, USA

PostPosted: Thu Oct 16, 2008 3:55 pm    Post subject: Reply with quote

what im saying is even if he cant use your exporter he can save his models as obj's and open them in milkshape then export to md3 with it Very Happy
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Fri Oct 17, 2008 3:12 am    Post subject: Reply with quote

Here's some building tests:

10 storey building test (no patches) - there's some weird lighting artifacts in the windows, but not very visible from this distance...

4 storey building test (patches) - the patches really made it slow down... I guess I shouldn't use them that much...
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Fri Oct 17, 2008 4:03 am    Post subject: Reply with quote

buildings look great!

ya i have a player model in .max format complete with animations. I just want to convert it to something quake1 can use.
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Fri Oct 17, 2008 2:31 pm    Post subject: Reply with quote

Ooh, nice! That could come in handy for a free Q1 standalone game Smile
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Fri Oct 17, 2008 5:17 pm    Post subject: Reply with quote

Unfortunately, i'm not too sure how legal that would be since I only took the original player model, and ran it thru a mesh smoothing filter Sad Ultimately it would need id's permission.

if anyone wants to attempt to convert it to md3/mdl please be my guest! I think Plague originally converted it to .max so the major credit goes to him.

model in 3dsmax format
http://www.quakeone.com/qrack/quakeguy-hires.max

the animation file
http://www.quakeone.com/qrack/player_complete_animations.pts

sorry if i've hijacked this thread :O Very Happy
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CocoT



Joined: 14 Dec 2004
Posts: 599
Location: Belly-Gum

PostPosted: Fri Oct 17, 2008 7:21 pm    Post subject: Reply with quote

Oh, I see Wink
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Urre



Joined: 05 Nov 2004
Posts: 1073
Location: Sweden

PostPosted: Fri Oct 17, 2008 7:28 pm    Post subject: Reply with quote

CocoT: I'm surprised you didn't spot it being the original model made smooth. I will take that as a personal insult.
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jim



Joined: 05 Aug 2005
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PostPosted: Sat Oct 18, 2008 1:29 am    Post subject: Reply with quote

Personal insult.. huh... Surprised

Well.. I better hijack my thread back. I've finally decided how I make windows. First I download the internet and then I install DOS all over it. I make the windows completely separate, but I still make them have the window frames. This way I don't have to use too much geometry to do windows & frames. Some wall textures do need some special textures for special windows (like those curvy windows), but still the wall textures be without the windows.

I'll make the doors the same way. This is the end of my talking now. Here's a picture:


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ceriux



Joined: 06 Sep 2008
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Location: Florida, USA

PostPosted: Sat Oct 18, 2008 6:14 pm    Post subject: Reply with quote

nice window Very Happy
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Wazat



Joined: 15 Oct 2004
Posts: 732
Location: Middle 'o the desert, USA

PostPosted: Sun Oct 19, 2008 7:34 pm    Post subject: Reply with quote

Agreed, looking good. And also:

Quote:
I've finally decided how I make windows. First I download the internet and then I install DOS all over it.


Very Happy
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Tue Oct 21, 2008 7:09 pm    Post subject: Reply with quote

I've finished my windows:
Small Windows
Big Windows

Nearly finished my new doors while listening to The Doors:
Single Door - look a bit blurry, but ok..
edit: finished the doors:
The Doors - not so blurry anymore and much better

Then I've made some chainsaws for some speed modeling contest:
A normal chainsaw - this is kinda boring... good practice though

Chainsaw Gauntlets - these look better, and so improved them:
Improved Chainsaw Gauntlets - I think I call them Crocodile or something like that...
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jim



Joined: 05 Aug 2005
Posts: 400
Location: In The Sun

PostPosted: Sun Oct 26, 2008 10:52 am    Post subject: Reply with quote

Some character stuff now:
Player character with some new clothes

And his gasmask

Evil character with some face mockup skin
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