Creating md2 compatible character models in max 6
Hi, I'm a beginner with 3dsmax 6. However, I have programmed a 3D engine that displays md2 (quake 2) model format. My problem is that while working through tutorials for 3dsmax 6, I'm not sure which features will be able to be converted into an md2 format. My question is, is there anything I should be looking out for while I create my characters in max 6, so that I don't waste time working on features that I might have to take out, or simply features that won't work with md2 format? Any info is greatly appreciated.
Thanks so much,
Gordon
I have a question for you--do you have a decent exporter? I found QTip, but I think there's got to be a free plugin, and I can't even figure out how to make QTip work properly.
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Hmm - MD2 doesn't support skinning, just morphing/shapshots, but good exporter should do it for you...
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No, actually I don't have one, but googling for max to md2 converter comes up with a ton of stuff. I'd imagine that isn't the problem, but perhaps if I check out the md2 converters / exporters, I would be able to read up some docs and answer my own question? Anyway, if someone can answer my original question that would be great.
Thanks
Thanks
Thanks tomek and Promit. I guess I'll look around for a good exporter. I'll check out QTip. I've also heard milkshape 3D can convert from max to md2 as well. My only problem is that I'm not experienced enough with max to know where to start. And I dont want to waste my time learning things that aren't useful for md2 format. I'm also not very familiar with some of the terminology. (not sure what morphing/shapshots are).
From what I've done with md2 format, all I know is that it basically consists of different "key" animation sets, that each frame has the same number of verts, and that it only uses one texture (I think it's always 256 x 256, but not sure).
So going back to my original question, a good example of what I'm confused about (among other things) is how to make the textures in max convert over to md2. In other words, I probably have to keep the number of textures I use in max very simple so that it converts over well to a 256 x 256 md2 texture. Also, there are limitations to the number of verts in md2 format per frame of animation, so I'm guessing I can't get too crazy with number of verts in max. I wonder if the converter / exporter would handle that as well.
From what I've done with md2 format, all I know is that it basically consists of different "key" animation sets, that each frame has the same number of verts, and that it only uses one texture (I think it's always 256 x 256, but not sure).
So going back to my original question, a good example of what I'm confused about (among other things) is how to make the textures in max convert over to md2. In other words, I probably have to keep the number of textures I use in max very simple so that it converts over well to a 256 x 256 md2 texture. Also, there are limitations to the number of verts in md2 format per frame of animation, so I'm guessing I can't get too crazy with number of verts in max. I wonder if the converter / exporter would handle that as well.
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