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Hash, Inc. - Animation:Master

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Posted

I've gotten mine into every Battlefield (converted to .3ds) and Command and Conquer:Generals:Zero Hour (converted to .3ds then to .w3d).

 

Therefore, you should be able to get them into most ANYTHING with proper converting and touching up. ;)

Posted

There were a few freebee programs I saw that were open sdk's. Some of these supported mdl files directly. One I think was called crystal space or something like that. Freebee developers are worth looking into.

Posted

Oh yeah. I thought of another one. It's from www.clickteams.com and it's called Jamagic. I used it during alpha testing and if I remember right I got some of my models into it. That programs cool. It supports wavs mp3s a slew of video files and has a huge capacity for polys. It's scripting language is allot like java too. But you guys probably already know about it.

Posted
Does this include textures, bones and animation?

 

No. Texturing for most games usually requires just one map on the model, so I do it in 3DS Max. It's not too hard. Same thing for the bones. The animation is harder in 3DS and can't be converted, however. I find that animation in Max is quite similar to A:M.

 

What are you using to convert the models to .3ds?

 

I use the 3DS format exporter that comes with A:M. Right-click in the model window, go to "Plug-Ins > Export > .3DS."

 

Just make sure all of the normals are facing out, because polygons only have one side. The other side, you can see through. To get them all out, go to "Tools > Options > Modeling" and check off "Display Normals." Now you will see yellow points when you are in the modeling window coming out of each patch. Now you have to go through and flip them all so that the yellow point is facing out. Sometimes it's hard to tell, so you can go into "Tools > Options > Rendering", check off "Advanced", go to shaded mode, and turn "Show Normals" off. Now the normals facing in will look like they will in 3DS Max, you'll be able to see through them.

 

Oh, and press "F" to flip normals on the selected patches. Or, if your "F" key happens to be broken (by any chance) just right-click, and select the option.

 

 

HOPE THAT HELPS! :D

Posted

You should be able to get them out of AM with textures and animation using.

AMXtex and Ultimate Unwrap combined. AMXtex will convert an AM model with textures to .x format, and Ultimate Unwrap can be used to convert it to Unreal format at least. I'm sure there are some game specific converters you can use to get it into those other games too. It's possible you can find something that can convert a DirectX8 .X file, directly to one of those game formats.

 

AMXtex has the option to either include the original images used, or to build a new one. I think it's preferable to include the original one, but then you need to use a singel texture on the whole model. You can apply the same image with multiple stamps onto the model, after flattening it and displaying only the part of it you want the texture applied to. It may also be a good idea, if you're going for 1 patch=1 poly, to set all the points to sharp (select all and hit P) before applying the texture. Also, avoid hooks and 5 point patches, as hooks tend to turn out as glitches in the poly model, and 5 point patches get subdivided into to many polys. On the other hand 3 point patches work fine, so you can use those instead. This, of course, means that models that export fine to games, will generallly not render fine in AM without some modifictions. You may also need something like DXTbmp to convert your texture to DirectX format, depending on what format the game you want to mod uses.

 

I've tested this method for getting models into Blitz3D, a game programing language, and it worked fine. I haven't tried it to MOD any games

 

Cheers,

 

Ragnar

Posted

Great info, I am going into game next month and could use more input, I am using too many 3d app and some does not export well to 3ds, so I was told to use only Max but I don't like its selections and modeling too sets, would be good to stick to AM, I wonder why those expensive app so stiff.

 

Thank you.

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