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Thread: Plz help me X-(((
ischbinz

Replies: 7
Views: 1,640
03-01-2009 19:45 Forum: Quake/RTCW/ET


ha!
i think you know how to import a mdm -
means 1st you choose your mdm file,
then lightray ask for the mdx.

if you will create a new model you have to import it -
and you have to set the frame range again to 4887 frames
i bind my models always on frame 4038

delete the orginal skin -
bind yours to the bones
(maybe you have to set some single verticles to special bones - but thats find tuning)
then choose export -
if you will use your model in enemy territory with normal animations you must not export the mdx!
only the mdm.

then you have to call you model in the *.char file

think thats all - ask again if you need more help Smile
Thread: mdm exporter
ischbinz

Replies: 9
Views: 2,148
01-30-2009 01:22 Forum: Quake/RTCW/ET


seems the models need more changes than the ones i posted below - my friend is working on a tool to fix them.
Thread: mdm exporter
ischbinz

Replies: 9
Views: 2,148
01-27-2009 23:13 Forum: Quake/RTCW/ET


i collected some more informations about mdm and ET,
was not easy to discover this things.
but i found out this:

// LODSCALE can be used to vary the speed at which a model decreases it's LOD with range. It would
// be wise to give a low detail model a lower LODSCALE than a model with much higher detail.

LODSCALE 1.0

// LODBIAS can be used to set a fixed amount by which to adjust all LOD calculations for this model.
// This will effect the in-game LOD calculations by this amount, applied before 0.0 - 1.0 capping is
// applied.
// Negative values will decrease LOD falloff, so a value here of -1.0 will mean a model will always
// show full detail, assuming r_lodbias is 0.

LODBIAS 0.0

if i understad right -
if there is no collapsmap there should be a setting of
loadbias -1.0
so there is no recalculation of the model in distance - always high quality, performance loss - but better than loosing parts..

the better way could be to add a collapsemap calculation for mdm models, but for now the loadbias setting should work, too.

thank you

p.s. the information is out of a old website released of splashdamage
Thread: mdm exporter
ischbinz

Replies: 9
Views: 2,148
01-26-2009 20:43 Forum: Quake/RTCW/ET


arg next problem - maybe you have a idea.
the model get hidden in the distance!
means legs and arm pop out.
someone said that the model includes no "collapsemap" - maybe this is the problem?
btw how can i define the "collapesmap"?


if you need my mdm model - write here

thx
Thread: mdm exporter
ischbinz

Replies: 9
Views: 2,148
01-19-2009 00:56 Forum: Quake/RTCW/ET


arg texture problem solved - was a et-shader problem...
Thread: mdm exporter
ischbinz

Replies: 9
Views: 2,148
01-15-2009 23:37 Forum: Quake/RTCW/ET


yes it works!
very thx!

but i ve a question - ingame the texture got some strange behavior - looks like shadows on the model ir something - but its strange

did i a error or maybe some error in the skin?
Thread: mdm exporter
ischbinz

Replies: 9
Views: 2,148
01-13-2009 23:58 Forum: Quake/RTCW/ET


seems to works - but i ve to run more tests - but in a testversion all looks quite okay.

very thx!
p.s. strange that noone discovered that error before Smile
Thread: mdm exporter
ischbinz

Replies: 9
Views: 2,148
mdm exporter 01-03-2009 04:37 Forum: Quake/RTCW/ET


hello,
i made a model for enemy territory - and exported it
but the model is not displayed in the game
is there any known bug in the exporting tool?

a friend of me told me that there are no "normals" inside the mdm file?

thank you.
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