Walking character in a map


(Miki) #1

What I want, Is a bit like the UJE ‘hostage rescue’ map.

Don’t know if anybody played this old version of ‘bond’, but in it, there was a game mode : protect the vip.

There was this train station, and it looked like this

                                  Allied spawn
                                 Station building 1

---------------------------------------------------------------------------------Trainrails 1
---------------------------------------------------------------------------------Trainrails 2
Station building 2, looking same as 1
Axis spawn

The round starts. The timer for respawn is set to 1 minute. The timer goes down, as allies and axis start fighing.
After a half minute of fighting, a train roll’s in at Allies side. The doors go open, and a man steps outside, holding a briefcase. He will walk with the briefcase around the station to the special ‘Delivery point’ where he will put the briefcase.
If the briefcase is in the extraction point => Allies score a point.
If axis succesfully shoot the vip => nobody scores.

Then, after a minute, everybody respawns, and the vip comes at axis side.

Anybody got an idea of how to do this? :slight_smile:
Thanks in advantage :slight_smile:


(C) #2

Hi there Miki,
The VIP is made from an old quake3 model. In fact it are 3 MD3 models, combined with a lot of script…
It is not very easy to let the VIP perform animations, without “interference” from other script-parts.
A script-novice would get a headache, i think…

Since a while i am programming a ET model tool. This tool can convert models to other file-formats.
It now supports the usual ET-playermodels (MDM/MDX), along with some conversion options. One of the options is the exporting of a selected frames-range to MD3. This way anybody can create an animated MD3 to be used in any map (as an misc_gamemodel)…
If i had made this tool sooner, i would have certainly used it to create the VIP in my map uje_01, because animating the VIP would then be a piece of cake… and animations look much nicer then.

I have not published this tool, because i keep on extending it with with functionality… maybe i just should make it public so people can download it. :slight_smile: That is why i am creating it anyway…
I’ll make a new post on this forum to let people know when it is published… (probably this weekend)

C…


(kamikazee) #3

What input formats does it accept and to what formats does it export?

Also, if you would release the tool, you might want to include the source somewhere. While I can understand that people want to hold on to their own creation, it’s a real pitty when some tool gets made, has some bugs and then receives no more updates because the creator seems to have dropped off the planet.


(ischbinz) #4

*gg
i ve seen his tool -
wow its very strong!
supports now mdm/mdx + md3 + animated md3
best tool i ve ever seen :slight_smile:


(Nail) #5

I’d certainly be willing to host a download


(february1792) #6

potiskanje, tako lepo temo dobro delovno mesto


(C) #7

Late reaction, i dropped off the planet for a while…

What input formats does it accept and to what formats does it export?

read: MD3, MDM/MDX, MDS
write: MD3 or MDM/MDX

I already made 3DS, ASE,ASC & OBJ support, but did not yet implemented it into this tool… later.

Just 1 example of what is possible: read an MDS, save it as an MDM/MDX… Open another (original ET) model, read only the animations (or bones, or tags) from the MDM or MDX (just before exported from MDS)…
This way You can combine animations from other models with the original models of ET…

It is also possible to load a skin-file, and make it fixed/baked into the model… so afterwards that skin-file is no longer needed for the model.

Another option is the merging of a sequence of MD3-files into 1 animated MD3… Numbered files that form a sequence (file1.md3, file2.md3, file3.md3 etc), with just 1 frame of an animation in each seperate MD3, can form 1 animated MD3…

And o yes!.. Calculating LOD is possible for MDM/MDX (Level Of Detail)… The user can manually adjust LOD_minimum for each surface, while seeing the lower-detail model chage detail on-screen… this makes it easy to see when the lowest limit has been reached, and the model will start to show errors (“missing” triangles).

and more options…

(edited: example-files deleted from webspace)

Also, if you would release the tool, you might want to include the source somewhere
I do not want to publish all of it, because i want to use some of my code in a commercial product…
The code is written in Delphi 7, and two of my units have cost me A LOT of time to build… mainly the research on OpenGL, and the 3D-math, and optimizing a lot with SSE/SSE2/SSE3 assembler…
Somebody needs to contact me if they want all the code.


(kamikazee) #8

[QUOTE=C;187221]I do not want to publish all of it, because i want to use some of my code in a commercial product… [/QUOTE]Fair enough…

It would have been a pity to see it go to waste though (like FATE’s fate).


(C) #9

Here You can download the ET Model Tool v1.1.1:

http://www.et-only.com/downloads/tools/ET_Model_Tool_v111.zip

Installation-instructions:

  • Copy the content of the zip-file into any folder You like on a local harddisk.
  • Run the program…
  • Select the GameDir… the path to Your “Wolfenstein - Enemy Territory” folder.

Conversion tips:

  • When exporting a range of animation-frames to an animated MD3, be aware that the final MD3-file can become very large…
  • There seems to be a small difference between an MDS skeleton & an MDX-skeleton (the effect can be seen at the model’s toes)
  • After loading an MDS, the tags are not correct… Just load only the tags of an original ET-model.
  • playermodels usually need a skin-file to indicate which shaders are mapped onto the surfaces… The user can embed the skin-data into the model; This way the need for a seperate skin-file can be eliminated…
  • Only the currently relevant options are reflected in the main-menu… in other words, the menu changes after loading different files.
  • To create 1 animated MD3 from a sequence of files (file1.md3, file2.md3, file3.md3 etc…): Load the first file (file1.md3) in the tool. Then use the option from the menu, and select the rest of the files (file2.md3, file3.md3 etc…)
  • Choose “Save As” from the menu to save the currently edited model… It depends on the model-type what type of file You can save (MD3,MDM,MDX).
  • You can change the shadername of a surface manually… Be sure to press ENTER to confirm changes.

(nUllSkillZ) #10

Wow, sounds very good.
You should start an extra thread.

I guess it’s for Windows.
Are there any other dependencies (e.g. .net)?


(C) #11

Yes it is for Windows… nothing .net
But somebody ran it under Wine (linux windows emulator… no! it is not an emulator. they say).
I made a checkbox to disable “cleaning up” if the application closes… i think it uses some specific windows-code (cleaning up folders), and under Wine it went wrong…maybe not anymore (with “clean up” disabled)…


(C) #12

A newer version of the ET Model Tool v1.1.2

This version can make a screenshot, and save it as a transparent TGA…
It can also lock the view, to make several screenshots of different models… (angle,zoom etc. stay the same when the view is locked).

DOWNLOAD: http://www.et-only.com/downloads/tools/ET_Model_Tool_v112.zip


(aaa3) #13

yeah so thats why i couldnt found this topic xD! with search i found some et-md3-tool one by c but it was from the end of 2008… with all the familiar names posting the replies there i was remembering from just a week ago (+ i dont remember seeing any thing in 2008 xii), i was just aabout to post into it and ask if its bugged back in time, or the newer topic was deleted? this proggy is a very cool stuff. i just wanted to add a few feedback thingies.

  • bug: when im on the view tab and open a model, i first have to switch a tab and to switch back to be ablo to rotate it
  • fr: the only thing it does not contain is mdc, every other model type is in - there is a tool out there which was called „mdcvisualize” i dont remember from where i do have it, it comes with mdcview and mdsvisualize and mdsview, 4 *.exe-s.
  • fr: isnt there a way to rmember that lighting box was ticked, so i dont have to always turn it on repeatedly?
  • fr: drag and drop? (i for long disliked this idea and resisted but recently got used to use it, its really handy)
  • fr: any keyboard shortcuts to open? pls… :stuck_out_tongue_winking_eye:
  • fr: any… hm… chance to get an unified open menu? at least if not unified by locations too then still by file formats…

(C) #14

hi there aaa3,
I will start a new topic when i have the next version of the ET-Model-Tool ready. This makes it easier to locate it on this forum…
By now lots of new features have been added to the (old) MD3-viewer. That is why the application is now called the ET-Model-Tool. It can now do much more than just loading and displaying models. The tool has several options to manipulate/edit & convert static models, animated models & playermodels and their shaders/textures/skins… So the viewer became a tool.

About Your (good) suggestions & comments:

  • the view-locked,-after-switching-tabs-it-is-unlocked-bug is fixed in the lastest version… It was bugging me as well :slight_smile: so i corrected it.

  • Yes MDC… i have found & read the MDC file-format, and it is very much like MDS. It will implement this format in the next version. (y) I did not notice there were so many MDC-models still being used in ET, until i encountered them in the pak0.pk3…
    I saw the MDC-visualizer tool too… but it is of no help to me… i need to know how the bytes are stored in a file. The treeview of the MDC-visualizer is of some help though, like the MDS-treeview…

  • The lighting-checkbox issue has also been corrected already (latest version)…
    It was a left-over from when the ET-Model-Tool was still the MD3-viewer… Now the checkbox just keeps its state, and the app. does not change it anymore…

  • Drag’n’drop… yeah! good idea…
    (just why didn’t i think about that?..probably too busy with the bare code)

  • Keyboard shortcuts… Yes, i’m working on it…
    Zer0cool also mentioned this feature… It is a good idea.

  • Unified menu,… You mean 1 Open-Dialog to load any file (that is supported)?
    OK, i put it on my todo-list for the next version… np, it makes sense to implement this.

! note: At the time of writing, the latest version of the ET-Model-Tool is not yet published.
I will release a newer version within a few days.
I am currently testing the lastest new feature: Loading .map & export as .md3… A cool new feature i think, any mapper can make models in Radiant from only normal brushes.


(Pande) #15

Very awesome feature! what about textures… I don’t suppose there will be an auto UV map will there?!


(C) #16

hi Pande,
Auto UV-map?.. You mean for non-textured objects the user creates in Radiant? like mapping a texture of a human-face on a playermodel’s head?.. or do You mean something else?..
I haven’t made that sort of UV-mapping, no… would be cool though.

At current, the texture-coordinates are calculated so that the final-model surfaces are textured like the brushes in Radiant,… and brushfaces mapped with common-shaders will not produce model-triangles.
The “mapper/modeler” still needs to texture his brushwork like an ordinary map…


(Pande) #17

Yes, thats what I meant. Exactly what I meant. C, you are a god.