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Archangel35757

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Everything posted by Archangel35757

  1. Awesome work DT... you're becoming quite the coder. Now you just need to spice things up by adding in more punching styles-- rather than just left or right hooks. Would like to see you add: Left and right straight jabs. Allow the punches to be thrown while doing the left or right torso dodge move. Add some lower body straight kicks Add some lower body roundhouse kicks to opponents knee joints. etc., etc., etc.
  2. Well it's not good. After resolving the C++ source code changes due to 3DsMax SDK changes (which now uses UNICODE) I get a ton of linking errors (40 of them). I'm going to need the help of an experienced C++ coder to resolve these. It's beyond me... the majority of errors are dealing with the morpher modifier code.
  3. Major overhaul to the Max 2013 SDK-- and it switched to using VS 2010 SP1. Failed to compile-- but then I realized I did not have VS2010 Service Pack 1 installed. Installing VS2010 SP1 now... hope this works.
  4. Yes... I will try to compile it for Max 2013 tomorrow and if that works then I can compile it for 2014 also. Sorry, I've just been wrapped up trying to create a dual pivot setup for rotating about different pivot points. Edit: I still think I'm going to have to modify the "export selected" portion of code for my rig to export properly... but i've gotten bogged down on rig work due to this dual-pivot goose chase!
  5. Don't you need to list out player joints? What about creating .surf and .skin files at compile time?
  6. Great work!!! However, I notice that some (if not all...) of your tags need rotating 90 degrees about the z-axis. For example, the hands and feet appear to be needing a rotation of 90 degrees about the z-axis (when you compare to an original model in old ModView). But I'm sure you'll have it all sorted out soon... I do hope you intend to make a .GLM/.GLA to .FBX converter... or better yet, just add a "Save As" feature in your new ModView program to save it back out to .FBX
  7. I believe the FBX exporter gives you those kind of axis options. Keep up the great work! FYI, looks like you have some UVW texture stretching on Luke's face...
  8. http://jkhub.org/files/file/1648-ase-to-md3-or-glm-file-converter/
  9. See the recent utility tool posted by @@minilogoguy18
  10. I have a BoH Luke version in-work from long ago. I plan to finish him... so no need to start a new one.
  11. Also the FBX converters include their own model animation player/viewer.
  12. There's already a standalone FBX Converter from Autodesk that converts between different FBX versions. The 2013 Converter can go back to FBX 2006 -- which is the version that would support Max8. Previous converters can reach back farther. They're all downloadable from the FBX converter archives. So I would recommend using the 2013 FBX SDK. People can then use the Autodesk FBX converters to convert whatever flavor of FBX they have in their 3D package to the 2013 FBX file.
  13. Athletic bra supporter.
  14. The JKA models are already set up with the face as a separate mesh from the head... so that works.
  15. Now that's an interesting idea... that would allow you to use morph targets for facial animation in 3dsMax and export result as MD3.
  16. Older Quake3 games have the characters made of vertex animated MD3 files... n'est-ce pas? Under skeletal animations all the vertices still have to undergo transformation matrix operations based on their bone weighting... not sure how memory intensive animated MD3's would be.
  17. I just looked at the repository and the ModView project code files are under the tools folder. So it will need a tweak to allow you to choose an MD3 file to bolt onto a character.
  18. Where specifically? Also, I don't recall... was the source code for modview released? Because modview only allows bolting on .GLM files.
  19. Question: Is it possible to bolt animated MD3 models onto Ghoul2 characters? Or are only .GLM models allowed? For things like cloth I believe MD3's would be better since they are per-Vertex animated objects and thus require no bones. Or would this require a coding change to implement?
  20. Just export as .ASE directly from Max9. Then use the SOF2 ASE to MD3 converter... I'm away from home so @@minilogoguy18 can upload it to the utility files section.
  21. Why do you need to re-import the MD3 into Max7?
  22. @@Psyk0Sith - Did you find the Maxscript MD3 exporter? The pre-Max9 scripts should still work in Max9.
  23. Hopefully MD3 models can be bolted-- I think that would be best method.
  24. I believe so... but @@Psyk0Sith is planning to make a new WIP thread for this...
  25. Yes, but he doesn't want to use skeletal animation... which is why I suggested using per-vertex animated MD3 format... we should be able to bolt MD3's onto Ghoul2 characters, no?
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