Title: In need of information Post by: CoreDeadeye on May 11, 2015, 04:58:36 PM I am trying to make an OA character, but I have little knowledge on what needs to be done. On top of that, I am not too familiar with Blender. I have sifted through the pk3. archives to the player models, and I have a slight idea of the necessary files. Will Autodesk modeling programs work for modeling the character and rigging it? I know I will need to use Blender a little bit (for exporting), even if I use Autodesk. Could someone tell what each of the files do, and if Autodesk can do the job?
Title: Re: In need of information Post by: fromhell on May 11, 2015, 06:23:16 PM Autodesk won't do the job because it can't be maintained by us. .MAX files are useless to me.
Title: Re: In need of information Post by: CoreDeadeye on May 13, 2015, 11:20:46 AM I had a feeling Auto Desk would not do.
The files I refer to are the '.skin' , 'animation .cfg' , and multiple .md3 variants such as 'upper', 'upper_1' and so on. I am guessing the '.skin' file links the different '.tga'/'.jpg' to the .md3 variants based on the chosen team color. I just wanted some clarification on these different files. Title: Re: In need of information Post by: Gig on May 14, 2015, 02:09:02 AM There are a couple of pages in the wiki about creating a player model...
(DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Making_a_player_model (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/Creating_a_player_model_in_Blender But maybe they should be updated/reworked... (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/MD3_format (DO NOT LINK) h t t p s : / / openarena . wikia . com/wiki/DeveloperFAQ#How_do_I_export_md3s_in_Blender.3F I suppose also searching for some documentation for Q3 may roughly apply to OA, too: Example for skinning: http://www.moddb.com/games/quake-iii-arena/tutorials/skinning-for-newbies-part-1 |