Questions regarding the creation of md3 models


(dwe_flame) #1

here is the thing:

i want to start building on some new mods later on, but at first i want to create some new weapons and stuff.
so, to do this i was browing for some tutorials on how to make those MD3/MDC files, that are used in wolf ET. but i cant really find some good tutorials so far.

are there some tutorials around that describe how to create those MD3/MDC files ? I do have 3ds max, but i dont know if that is the correct app to use ?


(Nail) #2

this might help
http://www.splashdamage.com/forums/showpost.php?p=188110&postcount=14


(dwe_flame) #3

[QUOTE=Nail;210914]this might help
http://www.splashdamage.com/forums/showpost.php?p=188110&postcount=14[/QUOTE]

not really, that is more like a viewer only,
i want to lets say, build a mp40 from scratch for example.


(ailmanki) #4

http://www.wolfenstein-et.com/tut/gun.htm
http://splashdamage.com/forums/showthread.php?t=18931

this is another way, used by jaymod and nq, http://jaymod.clanfu.org/forums/viewtopic.php?f=9&t=1899

I guess making a weapon and the md3 is not to difficult, but adding them to the game codewise is more complicated.


(ischbinz) #5

to make a model as md3 is not so hard -
i think you have no experience with modelling?
so most will say use a free program to make your model…
but blender is not nice to learn - yes really powerfull, but not noob friendly.
i started to make my models with milkshape -
its really easy to handle - and to learn
and the power is high enough for et -
i do all my et-models with milkshape.
milkshape do not support mdc - but this is not needed!
if a weapon contains a part made of a mdc - just make it as md3 and call it in your weapon file.
so i suggest - download milkshape - make a tut or 2 and decide then if you ll use it. (for export files you have to buy it)
for uvmaps i use lithunwrap (free)
for texture works i use gimp (free)
i think the results of my work are quite ok -
have a look here:
http://www.splashdamage.com/forums/showthread.php?t=20391

i think pegazus is using blender for his models - if you decide to use blender i think he s the right guy :wink:

good luck

@ailmanki
it true to add a complete new weapon you need to code
but change a weapon model - thats really easy - there are many “skin” models around - and this is easy to do :slight_smile:


(Kic) #6

HI I made some md3 models with gmax, Yes 3ds max can export md3, you need md3 import, export plugin

Here is something I wrote on lightray 3d forum http://www.sxcreations.com/wbb2/thread.php?threadid=80

Here is good md3 tutorial for 3ds max http://www.mikesteven.pwp.blueyonder.co.uk/tutorials/ddtutorial01.htm

Here more http://3dnow.informe.com/index.php

md3.dle plugin for 3ds max should be placed in 3ds max/stdplugs folder and md3 import plugin should be placed in 3ds max/scripts/startup folder

I am using gmax. I was learning gmax from tutorials I downloaded with gmax and from tutorials on internet


(nighthitcher) #7

sounds good to me


(dwe_flame) #8

[QUOTE=Kic;212045]HI I made some md3 models with gmax, Yes 3ds max can export md3, you need md3 import, export plugin

Here is something I wrote on lightray 3d forum http://www.sxcreations.com/wbb2/thread.php?threadid=80

Here is good md3 tutorial for 3ds max http://www.mikesteven.pwp.blueyonder.co.uk/tutorials/ddtutorial01.htm

Here more http://3dnow.informe.com/index.php

md3.dle plugin for 3ds max should be placed in 3ds max/stdplugs folder and md3 import plugin should be placed in 3ds max/scripts/startup folder

I am using gmax. I was learning gmax from tutorials I downloaded with gmax and from tutorials on internet[/QUOTE]

now that is some really good news :smiley:
at work we use Revit Structure, but Revit can export to 3Ds max, so those i can than again use for models in ET.
aslo we have a whole collection of stuff for 3Ds max :smiley:


(.Chris.) #9

Sorry but no (I think),

I did some tests the other day using Inventor parts but Inventor and I assume Revit doesn’t use Polygon based modeling and converting them into polygon models produces really bad meshes which would take way too long to fix, you may as well make it all from scratch.

I was exporting to STEP files before importing to MAYA though which may have had some affect I don’t know, apparently you need both Inventor and 3ds Max installed at same time to be able to export to .3ds there and we don’t have Max at work.

Here’s a model I got though

As you can see the mesh is full of holes and the tri count is huge at around 30,000, would take ages to get this to usable state. It seems to really struggle with fillets and chamfers.

I even tried just using a simple box but that made 100s of tris for something that only needs 12.


(dwe_flame) #10

mmm
well i know that from Revit, you can export as Ascii Solids for Autocad.
those files than can easy be imported to 3Ds max again


(.Chris.) #11

Yes but will it be nurbs or polygon that it’s exporting back and forth? Most likely be nurbs.


(sumansameer) #12

impressive keep it up this good work