I was curious as to how the radar was animated in Radar, was it just an animated model? The animations can be triggered as well?
The railgun map looks like the ammo loading stuff was movers but the radar looks like animations, not movers.
I was curious as to how the radar was animated in Radar, was it just an animated model? The animations can be triggered as well?
The railgun map looks like the ammo loading stuff was movers but the radar looks like animations, not movers.
They are animated models controlled from script. Look at circuit1_radartop and radarbox1 in radar.script to see the stuff than controls them.
It’s a bit of both really; the dish opening, closing and tilting animations are all md3 animations while the rotational movement is scripted with movers.
-Fluffy_gIMp
Ok great, thanks.
Is there a maximum of frames that you can have in a .md3 used in as a map object?
I imagine there probably is but we weren’t ever able to hit it so I shouldn’t worry too much about it.
-Fluffy_gIMp
Can someone give me an overview of creating animated MD3’s…
I’m familiaer with 3dMax but need advice on…
Exporting the model and animation…
Controlling the frames to play of the animation dependent on scripting…
SD - What program do you create animated MD3’s in? What tool to you use to export them?
DeMoNeye
it should be fine if we can have a whole md editor instead of using some plug in for other modeller…
of course, is it? :banghead:
What about do you think?
Sock is probably better to comment on the scripting front than I.
The models were created and animated in 3dstudio max, to export we mostly used the pop’n’fresh plugin http://members.iinet.net.au/~tical/exportmd3.html.
The export process is very simple: hit export once the plugin has been installed, select the md3 file type, you are shown the export dialog, enter the frames you want to export and hey presto… an exported md3!
-Fluffy_gIMp
That is for 3ds max v4 or greater I have version 3.
is there an exporter for version three?
DemonEye - watch the UV mapping and bounce lighting. Apparently there’s a bug in q3map where if the model is exported without perfect 1:1 UV mapping, the bounce light stage gets stuck for hours and hours and hours and hours…
So basically you have to go around chopping your models into tapioca pudding to use planar mapping, or learn to use the UVUnwrap tools.
Scripting side is dead simple - look at the Wolf scripting docs, there’s a script command called something like playanim that takes the start and end frames, whether it should loop and the fps. Of course you have to set up the entity values so it knows where in the script to look, but it’s dead easy. It’s how I did the handles in my mp_overload map.
The script animation command has been updated with new parameters.
startanimation <startframe> <framecount> <fps> [norandom|nolerp|noloop]
Sock
:moo:
Wow! I’ve GOT to spend more time in these forums.
THX to fluffy_gimp for mention of the pop’n’fresh plugin for 3D MAX, I’m looking forward to starting my modeling work next week - now I have the tools for the job.
I’ll post a mention once I get a website going for my ‘Alternative London’ (working title) map for RTCW:Enemy Territory.
Be Autumn hopefully…
:drink: these emoticons R funny. lol
Thx again!
From appendix a, scripting: "startanimation <startframe> <framecount> <fps> [norandom|nolerp|noloop]
Make an entity animate. (Used with misc_gamemodel.) "
I’ve managed to get an animated md3 into the map. But it isnt moving. Im not surprised.
The misc_gamemodel I sat to spawnflags 2 (start animated, at spawn). But that didnt work.
is there something I can put into the script, to start the animation?
Ive tried this, but it didnt work: startanimation 1 92 20 <targetname>
Not urgent.
// Loffy
PS. I should really work on spawnpoints instead, but animated md3 is anew feature in ET and I want to try it.
Trying adding a wait before the startanimation script command and stick to 15 fps if you can. Also make sure that the misc_gamemodel at frame 92 can loop around to frame 1.
Sock
:moo:
Ok, will try that. Partner said: make dinner for the kids!, so I must return to the real world for now.
Here is my script, in the meanwhile:
game_manager
{
spawn
{
// Set scenario information.
wm_axis_respawntime 5
wm_allied_respawntime 5
wm_set_round_timelimit 2
// If the round timer expires,
// set the round winner: -1 == no one has won, 0 == AXIS, 1 == ALLIED.
wm_setwinner 0
// Stopwatch mode defending team (0=Axis, 1=Allies).
wm_set_defending_team 0
wait 500
// Set the first spawn areas as the first spawn areas, via setautospawn command.
setautospawn "Allies first spawn" 1 // Name comes from description in team_WOLF_objective entity.
setautospawn "Axis first spawn" 0 // Name comes from description in team_WOLF_objective entity.
wait 500
// Make allies second spawn area inactive, so allied player cannot use it initially. (Until wall is breached.)
setstate allisecondblob invisible
setstate alli_second_spawn invisible
// Make allies second spawn area inactive, so allied player cannot use it initially. (Until wall is breached.)
setstate axissecondblob invisible
setstate axis_second_spawn invisible
}
trigger walldown
{
wait 50
wm_announce "Both teams have new spawn points!"
wait 200
// Awaken the second spawn areas, and make them visible on command map.
setstate alli_second_spawn default
setstate allisecondblob default
setstate axis_second_spawn default
setstate axissecondblob default
wait 500
setautospawn "Allies second spawn" 1
setautospawn "Axis second spawn" 0
playsound sound/vehicles/misc/radar_start.wav volume 64 // radar start sound
}
}
oldcitywall //A dark wall, called the Old City wall.
{
spawn
{
wait 200
constructible_class 3
}
death
{
wm_announce "Allies have breached the Old City wall."
wm_teamvoiceannounce 0 "oasis_axis_wall_destroyed"
wm_teamvoiceannounce 1 "oasis_allies_wall_destroyed"
trigger game_manager walldown
trigger pyranimate movepyra // Start the animation.
}
}
fan // Just a fan.
{
spawn
{
wait 750
setrotation 0 200 0
}
}
pyranimate // A misc_gamemodel, with script- and targetname pyranimate.
{
spawn
{
}
trigger movepyra
{
startanimation 0 35 15 nolerp norandom noloop
}
The key model has the value: models/mapobjects/loffymodels/pyramanimate.md3 (my animated md3).
So, when Old city wall falls, I want the animation to start.
But it does not. It is in the map, but it just hangs there. Motionless.
The object is a misc_gamemodel (a animated md3 I made myself, in 3dsmax. Im not sure it was 15 fps, I will check that later - after dinner).
The misc_gamemodel has script- and targetname “pyranimate”, but I’ve said that already. Will run to kitchen now.
// Loffy
PS. Im not sure my animated md3 really IS animated. Is there a software I can dl, to view animated md3? Just to see that i have infact managed to create an animated md3.
Don’t forget to run the exported MD3 models through MD3Fix before using them to clean up the malformed data that Pop’N’Fresh outputs.
y
The link posted above points to a version of pop’n’fresh that doesn’t export b0rked normal fortunately.
Back from dinner. Also saw some tv.
ydnar, I gotten that software now. Thanks for the tip. I have it here:
C:\Program\md3Fix
So, what do I do with my md3’s? Just drag and drop them onto md3fix.exe? I guess so. will try it.
djbob, Im sorry, I dont understand your post. I guess you are refering to the link:
http://members.iinet.net.au/~tical/exportmd3.html ?
What do you mean by “…doesn’t export b0rked normal fortunately…”?
Are you telling me I have to get another md3 exporter, so I can get my animated pieces out from 3dsmax and into gtkradiant 1.3.8-ET?
Thanks all, for the feedback!
// Loffy