I thought this ought to be carried over here as the total conversion thread was being hijacked.
So:
How do we use RTCW MDS format character models in ET?
I thought this ought to be carried over here as the total conversion thread was being hijacked.
So:
How do we use RTCW MDS format character models in ET?
rename the .mds to .mdm and voila…although it wont animate properly.
I’ll look into this, and report …
@SD PROGRAMMERS, are we wasting our time?, ie are you sure its possible to use mds in ET?
Cheers
Hewster
Please elaborate.
well, for example, create your character model in max, export it as a .mds, or get one of the RTCW .mds character models (for example purposes of course…otherwise its naughty). Rename the file extension to .mdm, and replace which ever player model you want to change in pak0.pk3 \models\players emperate\allied or \axis. It will work, although not animate, i.e. a hovering rigid body.
We should know how player models work.
Mesh, bone, frame, tag information and difinition are neccesery for each player model.
The difference between mds and mdm & mdx is not so big but they surely differ.
mds: http://mojo.gmaxsupport.com/Articles/MDSFileFormat.html
mdm mdx:http://mak.s13.xrea.com/ET/mdm_mdxe.html
You know, ET needs mdm and “mdx” for animation. We should manage to assign mds as animation data to use mds in ET.
BTW, combining mdm and mdx could be mds, but combined mds can be read by mds importer but does not work in RtCW.
you can download that script( perl ) in my web.
Okay, I have tested the mds in ET again, and it worked…nah…
Take a look:http://mak.s13.xrea.com/ET/wmdstest.zip
MDS might work (as the engine code is still in there more or less), though the gamecode won’t animate it properly. All animation related gamecode is written to set the refentities up properly for mdm/mdx.
So if we had a demon coder, we could re-code it to use MDS for the time being? Or is it not worth the hassle?