Hello!
Can you help me with compiling the models created in ms3d?
What tools I can use to compile the .SMD files of reference and the sequence?
Thanks in advance
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Compiling models made in milkshape 3d
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Compiling models made in milkshape 3d
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Hello to everyone who were helping me from the start.
Thank you very much for the help people, you're awesome!
So I've re-done the animation, and everything is working fine.
I will share a video of a working model+shooting animation with you soon.
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no idea, i dunno much about QC....
but im sure our very own QC mastermind seven would be able to help with that
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That should do the trick, thanks. But how to edit the framerate in .QC file?
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frames are triggered by the engine, so to slow down an animation you will have make the frames play at a slower rate with QC
and the center of the scene is used as the origin of your weapon.
quake-engines dont support individual origins of models and instead use the center of scene as the origin
for hud-models you will have to move the model downwards and forwards from the center of the scene.
for pickups you will have to move the weapon a short distance up from the ground

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if you want examples of the correct position and sizing for weapons,
open up the mdl's from the original quake-weapons in the editor
you can easily pull them from the pak's using pak-scape
http://quake.gamebanana.com/tools/2548Last edited by talisa; 10-17-2015, 08:28 PM.
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Okay, so I did figure out stuff how to compile an .md3 model in MS3D.
The question is - how do I change weapon models' origin and the animation's framerate?
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OoPpEe made magic with milkshape 3D. Even animated models. All of his weapons and other models.
We should not talk bad about a tool that was used a lot in the past, just because newer tools can do things, that new things in this generation can do…
All time periods had its state of the art tools.
Yes, even QME was a great tool at the time. It is still a great tool for me and I always use it for my model works.
Today you should indeed switch to another work chain. That might have better outputs. Blender is always a universal answer to these kind of questions. Everybody and their mother uses it.
But if you are familiar and like a tool, you can stick to it and convert almost all formats into almost all other formats nowadays. Just use google, type the 2 formats you want to convert and it will lead you to several solutions. That is what I do and it always took me to a working solution.
Many work chains of Quake engine art developers are available at insideqc with all details you need. Browse through the "modeling" subforum at insideqc. Even the .smd format that you speficially mentioned is explained there.
Good luck.
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So there is no way to compile the model made in milkshape 3d at all? Even Quake 3 format?
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you can export to md3 , and use md3 in darkplaces. If you want the regular mdl (quake 1) you can convert the md3 with casarojas neosis
Rich Whitehouse
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I use Blender.
And then I installed Python.
So that I could install the mdl python script.
When the mdl formats restrictions and vertex mangling gets on your nerves then install the md3 python script.
If you're just starting out then I would recommend making a replacement shotgun with no independent moving parts.
Model it, skin it, give it a basic recoil (back movement) animation (import the original Quake mdl to copy the frames) and then export it.
There is a lot involved with modelling with Blender (and animating md3s), so google a load of tutorials and work through them.
Learning Blender will also help you, if you decide to move onto other engines like for example Unity.
Good luck!
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Well, if MilkShape 3d is not a good idea - then what kind of modeling software should I use?
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