I was wondering if there was any way to export ET’s models to animate-able .obj files for C4D/3DS Max. Was goofing around with ET Model tools but it hasn’t really helped me…
Is there a way to do that?
I was wondering if there was any way to export ET’s models to animate-able .obj files for C4D/3DS Max. Was goofing around with ET Model tools but it hasn’t really helped me…
Is there a way to do that?
Sure, there are 2 ways you can do that:
-Use Lightray3D to import .mdm file (so it keeps the skeleton and the rigging) then export it to whatever you want from that program but it is not free).
-Or you can export the model from .mdm to .md3 using Q3model tool(or ET model tool whatever, just use the latest version 1.6.2), then import .md3 from Blender3D for example (downloadable scripts on the internet), then finally export it from blender to .obj file format.
Hope this helps 
Damn, it’s not that easy afterall… Where will I find the models of player’s animation in FPV? Such as reloading, throwing the nade etc.
Ah, I was talking about the player 3rd person models (.mdm/.mdx) in my reply.
For the weapons it’s more of a problem.
Each weapon consist of separated solid parts “barrels” that are put into motion by an animation “hand” .md3 file. This animation file has no geometry but only tags (“null object” in c4D, “empty” in Blender3D), like tag_clip, tag_flash, tag_weapon…etc
Each barrel consists of geometry and optional of one tag and these barrels are called from a text .weap file.
So all weapons are separated in little parts and it’s very hard when you want to import an existing weapon to get it to look the same as it looks in-game!
Also most weapons use .mdc files, because they are from RTCW, so you’d need other scripts to import them.
If I remember, with an old 3DSMax version (4 or 5) some magic script would import the weapons including .mdc format and would magically put the barrels in their correct positions.
All these FPV models you are looking for are either located in “models/weapons2/” or “models/multiplayer/” folder.
Good luck, exporting is easy for this game but importing is problematic 
You should also note that Wavefront Obj does not hold animations, so if you export to .obj, you will lose all the animations already on the mesh.