Converting RTCW MDS to ET MDM tutorial..


(kamikazee) #21

It’s possible trough an exporter. But I’m spending my time on that tool, rather then a set of plugins. I planned it that way, I just didn’t know there was something well-supported like FBX yet.


(nUllSkillZ) #22

Sorry for hijacking this thread again.
But I haven’t found a better one.
And I don’t want to open a new one.

At the homepage of Milkshape I’ve found an exporter that exports MOHAA “.skl”-files.
But I can’t check if the converting to “.mds” and to “.mdm” is working with these files.
Because the files must have bones to be exported.
Not sure how to test this.

Here is the thread in the Milkshape forums (download link in 3rd post):
http://www.swissquake.ch/chumbalum-soft/forum/showthread.php?s=&threadid=12011&highlight=mohaa

It would be good to have some kind of bone file of the W:ET models.

p.s.:
Elite Force (II ?) and F.A.K.K. also uses “.skl”-files.


(P4nth3r) #23

Well that might not sya much, King Pin uses mdm files but they are not the same as ET neither.
But it has a small chance.


(Jaquboss) #24

i think that skl is common format, mds is improved skl…
anyway it would be great to have editor which can import and export at least MDS without problem ( also i think that Ikonatto did a script to merge MDM with MDX into MDS )


(kamikazee) #25

SKL is not that much of a common format…
It’s true that it’s used in games from RTCW to CoD. But that doesn’t mean there are easy ways to make an skl yourself, unless you’re using the same 3D program the developers used. (In the case of ET they probably used some version of 3DSMax like RTCW did) For example, I have no tools for Lightwave.

Besides, it only works one-way with the originial dev-tools, you can’t modify an existing model.


(nUllSkillZ) #26

There’s a MDS-importer available fpr some Max versions (unfortunately it doesn’t work with Gmax).
So you should be able to import RTCW models into Max, alter them, export them with the gray matter SKL exporter, convert this SKL with the gray matter tool to MDS and convert this MDS with ikanetto’s tools to MDM.
Not sure if this will work.
Also not sure if it’s allowed to use the RTCW MDS playermodels as base for W:ET playermodels.


(nUllSkillZ) #27

I’ve found some more versions of the skl exporter:
http://gongo.quakedev.com/files.html

Part of:
http://gongo.quakedev.com/

Unfortunately the script is not working with GMax.
There’s also the source of the skl exporter available (I think it’s taken from the FAKK2 ÜberTools mod SDK).


(Ryan) #28

I have some question for everyone :wink:
Is there a .md3 exporter for 3ds max 9?
because I only find it for lower version and when I convert the .3ds to .md3 with NMD3C the coordinates are messed up.

I am posting on this thread because I use .md3 for model addons like helmets and stuff


(Elite) #29

I have some plugins here, but they are for Gmax, which is free. You can just import it with gmax, then do all your work with 3dsmax or w/e, or just use gmax only:

http://etkinvasion.com/home/modules.php?name=Downloads&d_op=viewdownload&cid=11

If you need something not listed here, let me know and I will find it.


(Ryan) #30

Thnx Elite for you effort, :slight_smile: I appreciate it


(Dlug!) #31

When im putting this setting to the .skin for example:


playerscale x

im getting error in game:


Warning: Couldn't find image for shader x

Was trying to rescale the model using the tool, but then the model got crap legs (boots and the legs are more in front than the rest body)…

I’ve got other questions related to player animations/conversations from rctw, like:

  1. How animation works in ET? All i noticed is the dir animations which controls the models, the body of new model is animating in the same way as ET standard, but when i exported head (based on all tags from ET head) - it wasnt animated anymore…So what is wrong?

  2. How to add the sound in some actions like deaths? I’ve spot this in RCTW. In human_base.anim there is block:


// EVENTS
//
// format:
//
// <event description>
// {
//		[DEFAULT / <condition type> [<condition value>], ...]
//		{
//			<both/legs/torso> <animation> [sound <filename>]
//			<both/legs/torso> <animation> [sound <filename>]
//			...
//		}
// }
//
// legend:
//
// <event description>: death, pain, fireweapon, jump, jumpbk, land, dropweapon,
//		raiseweapon, climbdismount, reload

so i edited the line:


DEATH
{
	enemy_weapon flamethrower
	{
		both death_flame_1 sound sound/models/etc./file.wav

but was getting the error, that i should use the script? I ve only found scripts in sound/scripts, so i added for example in vo_axis.sounds:


axis_test
{
	sound sound/vo/general/axis/test.wav
	voice
	streaming
}

and in the event, replaced:


both death_flame_1 sound sound/models/etc./file.wav

with:

both death_flame_1 sound axis_test

but still no works :?

  1. I’ve edited body.aninc because i want to cut the animation when the player is wounded, so from:

wounded_idle_1		173	144	144	20	0	0	0

changed to:


wounded_idle_1		173	76	76	20	0	0	0

It works excellent, but when i put the pk3 on server, players were getting kicked for:

thx for any help in advance


(Elite) #32
DEATH
{
   enemy_weapon flamethrower
   {
      both death_flame_1 sound sound/models/etc./file.wav

Look at the /etc. part, probably throwing that off some

As far as the rest, I’m off to work right now and don’t have time to respond proper, sorry. You’re stuff doesn’t make sense to me, no filenames are the same or anything… maybe someone else can help you out better until I get a chance to really look at it half decently.

Oh yeah, the Bad Lerp Frame, make sure they have the pk3 file and it is loading… chances are they don’t have this file at all (yeah… all clients need it, it’s not a server thing) or it’s not being referenced at all somehow. Ensure they are able to have this file. Obvciously you have the file, because you made it, but delete it off your system (after it is backed up of course, or just move it out of ur wolf folder) and then see what happens.


(Dlug!) #33

Look at the /etc. part, probably throwing that off some

It doesnt matter, i pasted the example so the path i got right. ET shows me the error that needs the sound script not the path…

Oh yeah, the Bad Lerp Frame, make sure they have the pk3 file and it is loading… chances are they don’t have this file at all (yeah… all clients need it, it’s not a server thing) or it’s not being referenced at all somehow. Ensure they are able to have this file. Obvciously you have the file, because you made it, but delete it off your system (after it is backed up of course, or just move it out of ur wolf folder) and then see what happens.

I’ve made pk3 correctly, cos i was testing this before i made it public and put on server ffs. But in game random players were getting kicked for such error with frames…So i had to remove animations and left default.


(Elite) #34

Thanks for the wonderful quotes there ffs.

Did I not say I only looked at your post quickly, ffs?

Hmm… obviosuly, don’t you think, it’s more than a missing sound script that you supposedly have set right as you say when people are getting kicks for missing files from a script that is an animation file, ffs?

In your example you followed, if you read carefully, I am positive you are missing something… especially related to filenames (cough cough I doubt you have a file.wav script, am I correct? You probably named it something creative?) and scripts, but becuase of ffs and our wonderful community (in your other post) I will leave it up to you to find…


(Dlug!) #35

I did the same effort with quotes as u did with my post…

I didnt put any sounds into final pack, why? Becauase i tested it b4 ffs, as i said…Anyway whats the connection between sounds and cg_Frame etc.? :roll:

Omg, can u read? Add the line with the path into human_base.anim, ET will say that need the sound script ffs

To sum up: u know nothing, but thx for trying


(kamikazee) #36

I tried to read the above posts (which contain a few spelling errors, btw) to see what was up here, and now you end with this?

A smart tip: don’t say “you know nothing” because it only makes you look ungrateful.
Try “I think that won’t work, but thanks for the suggestion”. :wink:


(Elite) #37

Me read properly? Dude, I allready added all this to my mod, I know what I’m doing, but as I said, I didn’t have enough time at the moment to give a proper response, I just wanted you to double check on that quickly to eliminate a possible error so that when I got back after work, everything was set and ready to go to help you properly.

Obviously you don’t need the help from me though, you allready have it all figured out…