[won't do].an8 support please :/

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Nash
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[won't do].an8 support please :/

Post by Nash »

I've had enough with this MD2 crap.

Work on Rebirth has been EXTREMELY counter-productive and SLOW.

Why? Because the format simply sucks. I can't get even a simple model to appear properly in GZDoom!

It's really frustrating. So many application switching, importing and exporting here and there, being forced to learn new software (which takes time) and in the end finding out that the new software doesn't do what I want, etc.

Can you look into importing Anim8or's objects into GZDoom? It's open-source and all, I'm sure you can find the specs on the website.

This may sound like a selfish personal request but I think it's worth it in the long run because Anim8or is freeware and software for it is easily available and easy to learn for everyone.

MD2... on the other hand... you'd be hard pressed to find an MD2 editor that works for you.
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Post by Graf Zahl »

Can you send me a few models to test with? Alternatively you might try to export them as 3ds files and look for an 3DS to MD3 converter. I'm sure you will find several of those.
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Post by Nash »

There aren't any decent and readily available animation and texture mapping tools for the MD3 format.

Also, Anim8or doesn't export animation data when you export to .3DS.

Models: Really old junk I put together quickly
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Post by DaniJ »

There aren't any decent and readily available animation and texture mapping tools for the MD3 format.
Bollocks. I know for a fact MD3's can be saved in:
GMAX
3DStudioMax
Lightwave
Maya
3D Explorer
Blender
With many others to choose from.

You DO realise that you don't actually WORK in the MD3 format and use your apps built-in format untill you need to get it in-game. At which point there ARE several converters available. Google is your friend.

I don't know what your complaining about. MD3 is a great format. If you've never actually made any models for use in a game (and have only "messed around" in your app of choice making models for prerender) then I can somewhat see where you're coming from. Model formats for in-game use will NEVER be as flexible as .3DS .OBJ etc (nor do they need to be), due to vastly different requirements.

Sure, the original MD3 does not have skeletal animation support (though I've heard of several Quake mods that have implemented it) it is more than enough for DOOM (you'll be waiting a long time for skeletal animation in a DOOM port thats for sure).
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Post by Nash »

GMAX - no longer distributed.

3DStudioMax - expensive, high learning curve

Lightwave - See above

Maya - See above

3D Explorer - Wha? This is new. I'll have to check this out...

Blender - Medium learning curve (thankfully the tutorials are awesome), but the MD3 exporter are user-written scripts that are all still in testing phases (in other words: don't fully work)

Yes I do realize that I don't work directly with the MD3 format. But then comes the issue that when it's time to export whatever format I'm working on into MD3 - there are all kinds of issues. Either only meshes are exported, or animation is borked up, or losing my UV mapping info... you see, there's ALWAYS something. There's no such thing as a perfect MD3 converter that's readily available. If it IS available then there's always a catch - it may be part of a commercial and/or expensive package.

I mod GZDoom as a hobby and 3-d modelling defninitely isn't a passion for me; it's just a hobby. I am not willing to spend money on expensive 3-d graphics software; I've already invested tens of thousands of dollars in my recording studio (which is my passion and in fact my source of income).

Another problem with my country (Malaysia) is that online transactions are kind of a bitch. There are several problems with credit card theft and all. I really like Milkshape 3D; however it's a little difficult to get it registered online... and I don't want to bother cracking it because I know how MS3D is like with anti-cracking - it simply is a bitch and not worth the effort. The darn thing is really good at stopping piracy...

Yes, I do realize that MD3 is a great format - I'd rather work with MD3 than MD2, and I've said it many times in this forum.

Skeletal animation in a Doom engine would severely rule, but yeah... I don't see it coming any time soon. :/ Best to move to another engine for that!
Last edited by Nash on Mon Jan 16, 2006 21:59, edited 1 time in total.
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Post by smg m7 »

Maya is rather easy to learn. I did it in less than a day and have several decent examoles. Too bad the school pcs don;t allow internet or file sharing. But yes, it's really high-priced.
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Post by DaniJ »

truespace
Is a very inexpensive program (old versions can be had for $60 US) and a pretty decent app (at least as far as modelling goes).
Maya is rather easy to learn. I did it in less than a day and have several decent examoles.
It is easy to learn but like anything worthwhile, hard to master.

Personally I found Anim8or and MilkShape to be horrible apps...

I'm not surprised they stopped distributing GMAX. There was too many ways of getting around the limitations discreet put in place, which left you with what equates to 3DStudioMax6 without all the bells n' whistles (like renderer, particle engine etc).

I thought I had the original install.exe an my HD but I can't find it. I've instead zipped the whole app folder (with the MD3 stuff pre-installed) and put it on my FTP, hopefully you can make it work:

http://www.daniel.ddsdesign.co.uk/Stuff/gmax.zip 27.9Mb

Either that or check a few torrents or eDonkey or something as you'll probably find it there.
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Post by Nash »

The ZIP you uploaded appears to be corrupted...
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Post by Paul »

Nash wrote:GMAX - no longer distributed.
Not true. Found it in less than 1 minute.
http://files1.turbosquid.com/Products/L ... gmax12.exe
http://www.turbosquid.com/gmax

On the topic, correct me if I'm wrong, but isn't Anim8or's format very non-game compatible? I really think it'll be easier finding a converter and bypassing the limitations of shareware. Gmax exports md3s and that's that, but if you'd like md2's Sitters once suggested me a way to hack the registries and use a crack on Milkshape3D. Alternatively, it's a very cheap utility and can export a fistful of formats.
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Post by Nash »

Cool, looks like they put gmax up again.

It was declared discontinued in October 2005...
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Post by DaniJ »

The ZIP you uploaded appears to be corrupted...
Works for me(TM) but since you don't need it I'll take it down.
On the topic, correct me if I'm wrong, but isn't Anim8or's format very non-game compatible?
Short answer - TOTALLY inappropriate
Gmax exports md3s and that's that, but if you'd like md2's Sitters once suggested me a way to hack the registries and use a crack on Milkshape3D. Alternatively, it's a very cheap utility and can export a fistful of formats.
Quick3D will do it. It supports dozens of formats and its FREE.
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Post by Nash »

I like Anim8or because it's very easy to use and helps my workflow alot. Also unlike Milkshape, I can model using quads in Anim8or.

So when fleshing out the initial mesh for whatever I want to model, Anim8or is a real time saver.
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Post by smg m7 »

I don't like Anim8or's GUI, since it makes me kinda disoriented. I can't ever find what I need because it takes me relearning a good amount.
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Post by Nash »

Well imagine learning Blender, qMe, Q2modeller, NST (npherno's skin tool - important tool for uv mapping MD2s) and then re-learning Anim8or because I haven't touched the program in months!

That's what I had to do the last few days.

I'd like to try gmax but I think I've had enough learning already. I'll stick with Blender. I just found some MD3 tools for it.

But I'd still like some Anim8or support. It's my main modelling tool. Blender is... weird!
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