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MilkShape

PostPosted: Thu Nov 25, 04 2:52 pm
by Zondartul
In what file format should i save\export new meshes created in mikshape? and how do i create weapons animations? How do i call them? Where do i place them?

PostPosted: Thu Nov 25, 04 5:08 pm
by kBo
My advice: get 3dsmax7 (6 if 7 hasn't been cracked yet). You'll have to learn 3dsmax sooner or later, sooner is better. More tutorials in 3dsmax too.

PostPosted: Thu Nov 25, 04 10:13 pm
by ZepHroN
3DSMax is good, but XSI Softimage is a lot more flexible. ITs a hell of a lot harder though. Therre are lots of tutorials at the official website though.

PostPosted: Mon Nov 29, 04 3:17 pm
by Zondartul
OK, i found Discreet 3DSMax6 (cracked). Waiting farther instructions.

PostPosted: Thu Dec 02, 04 12:36 am
by Kevo-sama
I'll pretend I didn't see those upper posts. You want your milkshape object in .a_3d and .d_3d, or something close to that. I'd suggest then having a look at the ZODIAC / TCP code for how to import weapons (do that by placing TCPCore.u into you base DeusEx\System directory, and adding EditPackages=TCPCore to DeusEx.ini, then bringing up the editor and going export all (if you've done so already, if not you may just want to select a TCP weapon and press export)).

PostPosted: Tue Dec 07, 04 8:11 pm
by Zondartul
I asked about ANIMATIONS - how to make weapon multiply wapon anymations in one file, how do i call ewerything, In what file extensions and in what order should i export them, what scale should i use, what materials should i use, etc....
KBo still not responding.
Daedalus is in msn very very reary.
Half of off-topic forum is off-topic.

PostPosted: Tue Dec 07, 04 8:32 pm
by AlexDenton
kevo-sama

did you make der zeit mann or sumfin??

*sorry if this is a nooby questions*

i noticed your avatar, and someoen called u Kevin, like the main character

PostPosted: Tue Dec 07, 04 8:37 pm
by Bob
Yes, he did.

I liked the mod btw

Different.

PostPosted: Tue Dec 07, 04 11:44 pm
by kBo
I don't animate.

P.S. Kevo-sama, no offense, but don't tell people how to do stuff you don't know how to do. For DX importing, the meshes need to be centered on the point (0,0,0) and in .3ds form. The whole thing telling you to do it is on tack's.

PostPosted: Tue Feb 08, 05 8:10 pm
by Zonder
:D

Nio, come on to our russian forum. We starting to learn people 8)
Here temp tutor about importing models (of course on russian!). There is no info about 3D Modelling (yet!) but there is info about sequences (shoot, reload, idle etc). And u can post a questions anyway!
kBo wrote:For DX importing, the meshes need to be centered on the point (0,0,0) and in .3ds form. The whole thing telling you to do it is on tack's.
U can import in a .3d format (_a.3d and _d.3d). But only with Tack's unr2de converter!

UPDT: oops, now I added link %)

PostPosted: Tue Feb 08, 05 10:52 pm
by kBo
The Source engine... *swoons*

PostPosted: Tue Feb 08, 05 11:04 pm
by clyzm
.3ds is kBo's way, simply because he is a 3D Studio MAX user, and 3DS has a little plugin that exports 3DS to DE, 3ds2de, so to speak.

PostPosted: Wed Feb 09, 05 12:38 am
by Zonder
kBo wrote:The Source engine...
What you want say? Can not understand what u mean %)
Derek wrote:.3ds is kBo's way, simply because he is a 3D Studio MAX user, and 3DS has a little plugin that exports 3DS to DE, 3ds2de, so to speak.
No-no-no-no! I mean when somebody read this:
kBo wrote:P.S. Kevo-sama, no offense, but don't tell people how to do stuff you don't know how to do. For DX importing, the meshes need to be centered on the point (0,0,0) and in .3ds form. The whole thing telling you to do it is on tack's.
then he (somebody) will think that this is one way for doing this => only with 3DS Max %)

PostPosted: Wed Feb 09, 05 1:30 am
by kBo
Hey, I've never imported to DX/UEd, I'm probably wrong.

And Zonder, the Source engine is what HL2 runs on.

PostPosted: Wed Feb 09, 05 1:12 pm
by Zonder
Hey, I've never imported to DX/UEd, I'm probably wrong.
But u say:
For DX importing
U discredit us :lol:
the Source engine is what HL2 runs on.
He-he, I understood u %). U mean that u work with Source, don't u? =)