latest on the .mds front


(pants) #1

I have some stellar news on the .mds front, so hopefully all the mods will finally be able to get custom player models into their game. :banana:

First, let me start by saying where i was at the last posting. I had successfully exported a few models, but the big thing was that the object names were getting messed up somewhere along the line. For example, one of my characters was exporting with l_legs as u_body, u_venom as u_demo and vice versa for both. Although that didn’t affect the way the model was displayed as long as i adjusted the .skin files properly, it was still grating on my nerves solely bc i’m an anal twit. There was also a case where u_handrt, u_handlft, u_body, and u_legs were collapsing to u_body, thus i had to combine all the textures on a big page and mess with the uv’s which was annoying to say the least. So, that’s the backstory.

Somewhere along the lines between that and now i discovered that when i changed the material id’s of the objects, they would export as separate objects (that’s how i was able to get the l_legs, u_body, u_demo and u_venom problem :)). Another problem that arose from that was that even though i could confidently export the objects separately, i had no clue what material id was supposed to be assigned to what. It ends up that as far as i can tell, it doesn’t matter. If you want multiple objects exported, they merely need to have separate material id’s. So, assign matID of 1 to l_legs, 2 to u_body, 3 to any accesories you have (u_handrt, u_demo), 4 to any accesories you have, etc. export and you’ll be set.

Now comes the part that i only found out yesterday. .skl files are in fact large text files. As the fakk tools’ docs say, “Being text-based allows .SKL files to be viewed or edited in a text editor, making diagnosing problems in models more convenient.” My God, that was a chorus of angels to my ears. :beer: So, i quickly opened up my .skl files with wordpad and crashed wordpad. :lol: So, i dled ultra edit and opened it and it worked much much better. 25 meg files just weren’t meant for wordpad… Anyway, one of the first things in the .skl file is a list of the materials. upon seeing it, i saw that all of my materials were there (for the one that indeed did export fine save the name flopping). The material id’s for each object are one higher than in the .skl, so for example, i had mat id’s of 1, 5, 7, and 9 (don’t ask why, i just like random odd numbers) and they show up as 0, 4, 6, and 8. All you have to do is renumber your materials in the .skl to max that of what you had in 3ds. So, from a real example…

Original output from max…
NUMMATERIALS 4
MATERIAL 0 u_body
MATERIAL 4 l_legs
MATERIAL 8 u_venom
MATERIAL 6 u_demo

Updated .skl file that exports into .mds perfectly
NUMMATERIALS 4
MATERIAL 0 l_legs //mat id of 1 in 3ds
MATERIAL 4 u_body //mat id of 5 in 3ds
MATERIAL 6 u_venom //mat id of 7 in 3ds
MATERIAL 8 u_demo //mat id of 9 in 3ds

If for some reason the export went incorrectly and you have NUMMATERIALS 1 and only 1 object listed below, just add in the materials names (they are listed in the bones below with how it exported in case there is any discrepancy) and change the NUMMATERIALS to reflect it.

So there you go, i finally feel complete with .mds and .skl. I only wish i’d known the .skl file was a text file earlier. Lousy punks making uncompressed formats so it’s easy for us and we blow it by not paying attention to that. :rolleyes:

After all this, i feel it’s only good to leave you with a quote from a wise man… After exclaiming how happy i was to learn all this, djbob replied with, “shame you’ll have to learn our new format ;)” :twak:

Hope this helps everyone who was having any problems. As always, questions are always welcome.


(fretn) #2

pants >>>> all

fretn


(Domipheus) #3

Panteh the dancer man.
:bump:


(Hewster) #4

Hi Pants,

I have recently figured out how to do this too :slight_smile:

This is what I found…

ok, Lets say we have 4 parts that make up our model:
l_legs
u_body
u_lfthand
u_rthand

ok, now we need to make sure each part is in alphabetical order within
max’s structure, to do this… start a new scene, and import each part in
alphabetical order, ie the order shown above.
now give each mesh a metrial number in sequence so:

l_legs … MatID 4
u_body … MatID 3
u_lfthand … MatID 2
u_rthand … MatID 1

apply a biped & physique, and import ya animated biped…
export to .mds using TiCal’s exporter :slight_smile:

The above technique took me ages to figure out, and seems to work.
Maybe we should work on a good tutorial between us ?
There are a few Tut’s I’d like to write, but can never seem to find the
time to make them :frowning:

Cheers
Hewster

btw, to see the result of my messing with .mds:
http://www.the-wildwest.co.uk/helgamod/


(pants) #5

Very very cool that you found an alternative way of handling it. I’m pretty sure i’ll be editing my guide when the first wolftactics beta is released (weeeeeeeee, so close :banana:), i’ll definitely include your info and i’ll run it by you for proofreading/additions when the time comes. Good job Hewster. :slight_smile:


(Ghast) #6

Yes, please! Somebody, anybody, everybody G do a good tut on this! Its what I need to figure out next, and I keep coming across the same questions, would be great to have a good tut to point to! Love you guys for trailblazing this!


(Malus) #7

HI y’all,

I’m still working on the MDS problem, I’ve let it rest for a while concentrating on making weapons for my MOD. Trying to forget it, and not to get too frustrated :\

But recently I had a go agian and tried Pants’ his updated guide. It went relatively well in the beginning, finally the buildmds DOS tool worked. And it exported(supringly) fine out of MAX.

The only problem I still have left now is the biggest problem I had from the beginning. The skl get’s converted correctly to mds but it has no mesh/surface data in it at all! It gives no errors when I try it ingame, but it just shows the standerd 'Wolf soldier. and not my own model
Starngely though, is that when our leadmapper (Ungrund) tries the same MDS, he gets something realy funky. The game only shows the eqiupment and a very fast spinning head model :???:

I realy have no clue why the MDS doesn’t have the necesarry surface data. I know Pants a while back helped me out ,and fixed it by exporting and re -importing the model as md3 in MAX. I also tried this but to no avail. I tried converting the mesh with Deep Exploration and Polytrans. Both methods had the same result…no suface data.

I’m wondering if somebody else has had some simular problem and if they where able to solve it? If so…I’d realy like to know!

ThanX in advance

PS: Pants; if yer reading this, what exactly did you do to fix the problem? If you can remmeber what you did ofcourse :slight_smile:


(pants) #8

heya, gotta head out, but when i get back i’ll post here and e-mail you. hopefully i can remember everything i did :banghead:


(Malus) #9

Take yer time…I’ll wait :beer:


(pants) #10

allllllrighty. so what i can remember is that i exported the mesh as md3, imported it and converted it into an editable poly, added an edit mesh modifier and then i collapsed the stack so that it was only editable mesh. to be honest, i dunno if it will work, but it’s worth a shot.

i would definitely check to see what material ID’s are assigned to your model and i would not be surprised to find out that something there is out of whack. also, i’d be interested in seeing the first lines of your .skl file.

hope this helps in some sort of way. :???:


(Malus) #11

Hmmm ok I will try that then. But tomorrow ok? got a lot to do today for my graduation . And hahaha murphy’s law does exsist my computer broke down today. Trying out the video out of my vidcard :…thank god for Leadtek userfriendlyness… NOT! :disgust:


(pants) #12

oi, sorry to hear that. congrats on graduation tho :slight_smile:


(Malus) #13

Well graduating is still a few weeks off:) …Hope I’m gonna make it. I have doubts though :\


(Malus) #14

OK I made some progress!!! :clap:

the MDS viewer finaly indicates that there are surfaces in the MDS file. I did that thing with changing the SKL with ultra edit and it worked “OK”.

the first time I did it the viewer showed 3 surfaces L_legs u_body and u_lfthand. oddly enough it didn’t show the righthand (u_rthand). So I changed the material ID in MAX from 4 to 5 to see if it worked. Well it resulted in the viewer only showing the legs and the body now and no hands at all :
But what the hell I thought let’s see if it shows up ingame…but nope it still shows the standard RtcW model. So I was wondering if it needs it’s own path etc in the coding?..Maybe the original models override mine?

Here I show you the first line of the skl file as you requested :wink:

originaly it was like this:
SKELETON
VERSION 1

NUMMATERIALS 4
MATERIAL 0 tag_head
MATERIAL 1 tag_armleft
MATERIAL 2 tag_weapon
MATERIAL 4 tag_armright

and I changed it into this:

SKELETON
VERSION 1

NUMMATERIALS 4
MATERIAL 1 u_body
MATERIAL 2 l_legs
MATERIAL 3 u_lfthand
MATERIAL 5 u_rthand

see any mistakes??


(Malus) #15

Allright I got all surfaces showing up now in the MDS viewer!! :banana: :drink:

Thing was that in the SKL file I had to adjust the materail id’s of the hands but not the legs and body …where the logic in this is?? only god knows I guess :banghead:

Still not showing up in game though


(fretn) #16

I hope you are running rtcw with sv_pure set to 0 if your models are not in a pk3

just a thought :slight_smile:

fretn


(Malus) #17

AHH yes that worked Fretn…:slight_smile:

Only thing is that now I see it in game the hands have no textures and the legs are invisible.


(pants) #18

well, i dunno to reply here or the flurry of e-mails i got this morning :slight_smile:

:drink: good job, i’m glad you guys are making progress.

you have to remember to subtract 1 from your matID’s in the .skl file. so if your hands are 5 in max, they are 4 in the .skl. that should get everything showing up. …i think.

again, good job :slight_smile:


(Malus) #19

Flurry? where it that many?..hmmm woops I was trying untill 4.00am last night and went right back to it this morning. So I guess I lost count :slight_smile:

You say subtract one from the mat’ id’s…but I actauly add one to it in the .skl :chef: