I can’t find anything that is useable as a tutorial, there is a lot of animation tuts but it doesnt seem to include the how to save md3 animations…
well there was one i found but i just dont get it…
You see I got a model I wanna try out ingame.
I can’t find anything that is useable as a tutorial, there is a lot of animation tuts but it doesnt seem to include the how to save md3 animations…
well there was one i found but i just dont get it…
You see I got a model I wanna try out ingame.
its quite easy to do -
just make your animations with bones - don t forget to set the animation frames 
then create your qc file - open it - and add the needed frames in the line
$frames 1 50
then just export it as md3 as always
thats it 
p.s.
for all which asked me for help - i m rly busy theese days :S i don t think i can do anything for et this summer 
but i m here to check forums and try to give a little bit support 
[QUOTE=ischbinz;403112]its quite easy to do -
just make your animations with bones - don t forget to set the animation frames 
then create your qc file - open it - and add the needed frames in the line
$frames 1 50
then just export it as md3 as always
thats it 
p.s.
for all which asked me for help - i m rly busy theese days :S i don t think i can do anything for et this summer 
but i m here to check forums and try to give a little bit support :)[/QUOTE]
I have done that… but nothing happens ingame…
This is a pretty general problem that could be caused by a number of things so I guess we should start at the top.
First off, try opening your .md3 file back into Milkshape or MM3D and make sure the animations are indeed there. I used to (and still do) use MM3D to check this sort of stuff since it’s got awesome import and export tools for .md3. If the animations are there then the problem mostly likely lies with how you are “compiling” the files into the game. I always found it best to try to emulate the same weapon you are replacing by making sure all the tags and files are there. There is also the .weap files that contain the animation frames and what each part of the animations correspond to which “action”.
But to be honest, the problem could be anything at this point. I’ve had so many problems with .md3’s and Wolfenstein that I probably have encountered every single roadblock possible. I’ll try and help you here but I’m gonna need a bit more information to go off of. Like, what weapon are you replacing (or if not weapon, what exactly?), what is showing up ingame, blank screen, or part of the model or what? Also be sure to check the console incase any errors show up there.
thanx AlphaRed12 ,
Well I try to change the axis grenade into a pipebomb like this:
and then I’d like to make the fuse burn down…
I could of course use a shader, but images takes a lot of space… so I thought i should animate it…
And when coming to the animation file could you please explain it to me… because everytime I try something there… The whole thing just f… up
greetz Thunder
Is there any reason that you can’t use the default grenade animations for the pipebomb? To be honest, if I could ever use the default animations for a new weapon, I would. Simplifies it all.
But if you want new animations, I can try and walk you through it.
[QUOTE=AlphaRed12;403159]Is there any reason that you can’t use the default grenade animations for the pipebomb? To be honest, if I could ever use the default animations for a new weapon, I would. Simplifies it all.
But if you want new animations, I can try and walk you through it.[/QUOTE]
It’s the model itself that I want animated… I want the fuse to burn down…
I will use the hand that comes with the grenade…
[QUOTE=thunderpwn;403211]It’s the model itself that I want animated… I want the fuse to burn down…
I will use the hand that comes with the grenade…[/QUOTE]
Can’t say I’ve ever tried to do idle animations. I assume that they are indeed possible, the only thing that’s really different is that you’ll need to change the frame numbers the cfg file for the pipebomb in the idle row. Of course in the animation file you’ll need all the default grenade animations and then this extra idle animation for the fuse. Have you set up all the tags in the animation MD3 and all the “tagged” parts are in their own MD3 files? Have you looked at the .weap and .cfg files for the grenade and made the changes to them as necessary?
Yeah. you’re probably right.
Did some reading around here yesterday, and it seems it has to be hardcoded in if the model should animate.
So I will redo the pipebomb a bit, and then use shader to make it burn down.
Then the rest of the problem is for the coder, to make it timelimited before it explode.
That should be possible since the dynamite is like this. Or else I will need to make a new barrel with a hand coming with a lighter and then throws it.
Would be a possibility too ofc.
It would be so awesome to have it in our mod.
But one thing you might could help me with is an explaination of the weapon.cfg, what the different numbers stands for
coz I dont understand this file at all, I do undertand the Idle, attack and so on…
But the:
// barrel barrel
// first length fps looping anim bits animated weap draw bits
// / ___/ / / / / /
// / / ______/ / / / /
// / / / ________/ / / /
// / / / / ___________/ / /
// / / / / / ___________________/ /
/// / / / / / ______________________________/
// / / / / / /
I do not understand. I tried fiddling with it but just wierd things happens 
greetz Thunder
The column for “First” is the first frame of the animation, AKA: the start of the animation. “Length” is the number of frames for that animation. “FPS” is frames per second. I actually don’t know what “Looping” does, though I’ve never actually changed it. The last three columns I’ve never changed either but I think they are always set to “0” so I’m not even sure if they are used for anything.
Thanx
all these idle,attack and stuff are straight forward?
idle is just holding, attack is well, attack and so on?