righto ol' chap... but can't download the package due to my DSL cable being cut by lawncare people that aeriated the lawn (and my phone line) today. Luckily I sent my vertex normal code snippets to Scooper via email so I will forward that to you as well. Update: @@DT85 - forwarded the vertex normal code snippet to you.
@@minilogoguy18 - I might try and make an MD3 exporter for ModTool in the future... but the chances are slim to none-- as I have so many unfinished projects... I'm afraid for the foreseeable future you're stuck with exporting to FBX and converting to MD3 using Noesis (or some other tool).
@@DT85 - if there is a stage in the MD3 export process that deals with the vertex normals... then I can send you my vertex normals code and help you integrate it. @@minilogoguy18 -- what formats does ModTool export?
I thought terrain textures could be 2048x2048, no? Maybe in a 3D modeling package with a much larger terrain size... render out the terrain texture maps as 2048x2048 tiles and then lay them back out stitched together in the game? for fun check out http://www.dxstudio.com (it's free)
You can use any 3D modeling program that exports a Softimage .XSI (version 3.0 or 3.5) file. Softimage or XSI ModTool, older versions of Maya (7 or 8), 3ds Max (Max5 thru Max2016). I believe you can also use Lightwave3D and import the Lightwave file into XSI ModTool and re-export as a .XSI file.
@@minilogoguy18 and other XSI ModTool users... this is for you: http://www.edharriss.com/tutorials/tutorial_xsi_UV_convert/convert%20_UVinfo.htm Do you have Dave "NPherno" Eaton II's NPherno's md3 compiler tool? it works, what more could you ask for... Luckily softimage can imort/export .3ds grab the MD3 compiler from here: http://www.wolffiles.de/index.php?filebase&fid=1856
Did you compile a 32-bit version for Max2013... it's easy to set that up automatically in your project settings. (Note: MAx2013 is the last edition to support 32-bit).
@@DT85 - why break up the body? The head should be sufficient. Instead, why don't you compile and give him the cloth bones (your robe, cloak, etc.) 3dsMax ClothFX experiment instead. That'll give him plenty to code/validate.
I will say that we do need a mechanism to easily add new animations to the humanoid characters that use the _humanoid.gla. Perhaps it can be as simple as putting new GLA and corresponding CFG files in the humanoid folder and the games loads all compatible GLA's found.