someone with the time and the knowledge


(twt_thunder) #1

is there someone out there who could make a good md3 importer and exporter to milkshape that actually works?
tried to get out my own animations to reload an m14 but when i try… nothing happens… but the animation are there…

also a good mdc importer/exporter would be awesome

found this site:http://www.xbdev.net/3dformats/milkshape/index.php
but got no clue how to do it…

I tried to get some musoka scripts to work with maya but with no luck

and I really prefer milkshape…

I know there is more people out who would love this :smiley:


(Mateos) #2

About MDC, Q3 Model Tool should make it.

Have you only MilkShape available for MD3? The Duke Nukem 3D community made a very nice MD3 exporter for Blender :slight_smile:


(twt_thunder) #3

[QUOTE=Mateos;408179]About MDC, Q3 Model Tool should make it.

Have you only MilkShape available for MD3? The Duke Nukem 3D made a very nice MD3 exporter for Blender :)[/QUOTE]
ET-TOOL does only support md3…

I am about to give up the whole bloody mod since I not able to get certain wepons to work as they should…


(Dragonji) #4

http://forums.warchestgames.com/showthread.php/16926-mdc-to-md3-conversion


(BackSnip3) #5

Just use Blender Thunder! It works very well with the scripts that you can find on the internet (talking about 2.49b version, dunno how it does on newer versions). And why do you want to export to .mdc? There’s no point!
You should normally be able to import .mdc with milkshape anyway.
Just use Blender to export your models, then correct the possible path/normals/smoothing errors with Q3modeltool!


(twt_thunder) #6

[QUOTE=BackSnip3;408242]Just use Blender Thunder! It works very well with the scripts that you can find on the internet (talking about 2.49b version, dunno how it does on newer versions). And why do you want to export to .mdc? There’s no point!
You should normally be able to import .mdc with milkshape anyway.
Just use Blender to export your models, then correct the possible path/normals/smoothing errors with Q3modeltool![/QUOTE]

K, will give it a shot…
I just never liked blender interface… I’m used to milkshape :slight_smile:


(BackSnip3) #7

I just use blender to animate my models, I don’t model anything in it. This way it won’t bother you much.

I do it this way:

Right click on the left side of the screen, then slip the area.

Change the new area to “timeline” and scale the windows at your taste.

Import your whole model in blender.
Create tags (Add->Empty), rename them ( tag_weapon, tag barrel…) and parent them (CTRL+P, last thing selected is the parent) to your different model parts.

Animate the tags, use the timeline to choose the frame, then insert your keyframes (I) and choose location/rotation.

Export the animation (remove meshes, keep tags), then export each part (keep only one piece, delete keyframes and put tag at the origin).

Fix the models with Q3modeltool. Hope it helps. :slight_smile:


(twt_thunder) #8

thanx backsnip…probably this will help me


(twt_thunder) #9

Create tags (Add->Empty), rename them ( tag_weapon, tag barrel…) and parent them (CTRL+P, last thing selected is the parent) to your different model parts

could you explain this a bit better? tags and parent tag?

Edit: NVM cant do this anyway… its to complicated…lol
I still cant use blender the right way…
Wonder if I can make it with bones in milkshape, then try…


(Mateos) #10

It’s strange because when I tried modelling, the tags were present in both Milkshape and Blender, grouped parts which work together usually?


(twt_thunder) #11

The thing with milkshape is that it’s bone animation, not frame animations…
And I did try with bones, naming then tag_flash,tag_barrel and so… but no… Milkshape saves the animation but game wont play it… So thats just the way it is…
Just have to do things the hard way instead… using animation allready made…
Problem is that it takes a lot of time to tweak things around so the weapon gets hold close to the way you would held f.ex. an M14 and so on… the problem isnt the machine guns… they are pretty easy…


(.Chris.) #12

You’re not going to learn blender in a few days, giving up would be too easy. The tags are the invisible points of the model that other objects can be attached to, Backsnip3’s pictures show exactly how to parent an object to a tag. Adding an object to a parent means that the parent owns that object so what happens to the parent will happen to the object.

When modeling a complex object, such as a watch, you may choose to model the different parts as separate objects. However, all of the parts may be attached to each other. In these cases, you want to designate one object as the parent of all the children. Movement and rotation of the parent also affects the children.


(twt_thunder) #13

Found something better infact, Gmax and THIS
you can load them all attached and then fix the animation