THE NEW VERSION OF LIGHTRAY3D IS OUT!!!
IT HAS A RTCW PLUG!
WITH AN MDM MDX IMPORTER/EXPORTER!!
THIS SHOULD CAUSE MAKING PLAYER MODELS TO BE QUITE EASY FOR ET
THE NEW VERSION OF LIGHTRAY3D IS OUT!!!
IT HAS A RTCW PLUG!
WITH AN MDM MDX IMPORTER/EXPORTER!!
THIS SHOULD CAUSE MAKING PLAYER MODELS TO BE QUITE EASY FOR ET
Ikanatto is also still working on an importer/exporter…
http://ikanatto.s59.xrea.com/archives/wolfensteinenemy_territory/mdsmdmmdx_importer_for_3ds_max/index.html
its seems he is stuck on LOD… i could tell him how it works but cant work out how to contact him as i dont think ime seening the site right
should he ever come here or anything LOD detail are just two separate moddle with the same animation aplied to them… the q3 engine decided on whitch to draw depending on the distance to the modle
they are linked by the file name also so nothing would need to be exported linking moddles together
um. I got stuck in LoD things in these days.
Chris tells it in his MDS spec that there is the “collapse map” in MDS, which indicates the order to deform edges. Therefore RtCW reduces # of polys rendered far. I also speced MDM and found it seems to have the same things as collapse map.
okay, what I want to know is how collapse map would be generated from mesh data. This part in MDS exporting is done by buildmds with SKL file… I have no idea about this.
I would ask SD to show me the source code of buildmds.
BTW LightRay3D’s mdm importer can not import my skins however original ones are perfectly done.
Yeah, no export on the trial version (last time I checked) is what put me off Lightray3D when I wanted it for CoD modelling. In that case, very few exporters worked properly, and I wasn’t willing to fork out £70 to find out!