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Animating in 3ds max for quake 1?

 
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Acidmoxy



Joined: 23 Mar 2010
Posts: 8

PostPosted: Wed Mar 24, 2010 11:51 pm    Post subject: Animating in 3ds max for quake 1? Reply with quote

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?
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Sajt



Joined: 16 Oct 2004
Posts: 1026

PostPosted: Thu Mar 25, 2010 1:51 am    Post subject: Reply with quote

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.
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Thu Mar 25, 2010 3:45 am    Post subject: Reply with quote

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...
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c0burn



Joined: 05 Nov 2004
Posts: 158
Location: Liverpool, England

PostPosted: Thu Mar 25, 2010 9:17 pm    Post subject: Reply with quote

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!
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r00k



Joined: 13 Nov 2004
Posts: 483

PostPosted: Fri Mar 26, 2010 4:13 pm    Post subject: Reply with quote

Here goes, including the original readme....

http://www.quakeone.com/qrack/quakeguy_collasped_0-142.zip

I wish I could remember WHO made this!! I think it was MonkeyRat Neutral

Quote:

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.
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