how to get this model in the Game ... ?

Post anything to do with editing Nexuiz here. Whether its problems you've had, questions, or if you just want to show off your work.

Moderators: Nexuiz Moderators, Moderators

how to get this model in the Game ... ?

Postby Doc-Pyton » Thu Aug 30, 2007 7:42 pm

Hello ...

Im more a designer than a coder or somethin ...
My Priority is to generate maps for nexuiz that can be played on our server, but now i managed to create some model for the NEX ... in my eyes it looks much better than the old nex, and of course it looks more like some machine gun or somethin ...

Image

My Problem with this thing is to get it into the Game ... i searched this Forum for hours but i didn find somethin that helped me ...
I have this model as some Maya FBX and i can import it to Milkshape 3d ...

the question is how to convert it into some m3d or what the game needs to show my model ...

I managed to get my own shot sound and a red beam ... a bit like that of the normal nex into the game but everytime i try to export this model with milkshape it asks me after some .qc file ... i dont have such file ... i tryd to take that one from the old nex i found in the game data but this wont work ...

First i have to sorry for my bad english ...
I would be really glad if someone here could give me some tutorial or somethin like that ...
Doc-Pyton
Alien
 
Posts: 155
Joined: Thu Aug 30, 2007 7:30 pm

Postby Ivan » Thu Aug 30, 2007 8:26 pm

good work

It looks similar to the laser concept that I came up with http://alientrap.org/forum/viewtopic.php?p=24424#24424

but it seems people don't want Nexuiz to look that way. It seems everyone wants Nexuiz to look less conventional. So we will both have to adjust the look of our weapons accordingly.

BTW how many polys is that?
Ivan
Alien
 
Posts: 109
Joined: Mon Feb 19, 2007 7:23 am
Location: Ohio, US

Postby ai » Fri Aug 31, 2007 12:22 am

You'll need that model as a .md3, perhaps as a .zym too (other will have to confirm/deny that). Though, there is a way to convert it to .zym (should be somewhere on the SVN).
You say you cannot export the model to .md3 cause it needs a .qc-file right?

Here's one way to go about it, if you're a Maya user (of what I can understand from the context). There currently isn't a plugin for Maya that exports models to .md3, the one I found was for Maya 5 (also not sure if that plugin creates .qc-files).
But there's a plugin for Maya 4-7 (I have 8.5 and it seems to work, at least there's not difference than from 7 that I had before. Also another place says it's for 4-8) that can export models to .smd AND create .qc-files. The thing is, it's a bit complicated if you're new to exporting models for games and such. I've tried to export some models, I got both a .smd and .qc-file, but a friend of mine (Morfar) said that both of the files info missing in them, as they were rather small in size (just a few lines of info). I might have been doing it wrong, or the plugin doesn't really work with that version of Maya. But as far as I know that's your best bet.
Try exporting it to a .smd and generate that .qc-file, then use that file when exporting from Milkshape.

That's all I can help with, if someone else knows a better way (for Maya users) please come forth. :D

You can get the .smd exporter here: Click me
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby Genegineer » Fri Aug 31, 2007 1:56 am

You can use Milkshape to export to mdl format, then use the .zym file converter to make it a .zym file. The .zym converter is with the model source. I think this is it -> http://svn.icculus.org/nexuiz/modelsource/

And here is how to get it in game for a character model -> DeadlySnyper wrote:
oh and last question to add to this topic
If after u have exported as a.zym file what do u replace to get ur char. in game?
(or do u not?)

Copy it to Nexuiz/data/models/player/<yourmodel>.zym. You can test is in local games with Code:
chase_active 1 # 3rd person mode, so you can actually see the model
playermodel models/player/<yourmodel>.zym
To get the new model listed in the menu, you need a text file (<yourmodel>.txt) and a preview image (<yourmodel>.jpg/.tga/.png).
The text file should look like this:
Code:
<insert the full name for your model here>
models/player/<yourmodel> # this points to the preview image (without file extention)
0 # the skin index (a model can have several skins, indentified by a number)
models/player/<yourmodel>.zym # the actual model file to use

<cool bio/infos for your character>


Unfortunately, your can't use your model in an online game, since there is no way to distribute models between all clients (if the server doesn't know your model, it gets reverted to "marine"). However if you host your own server, you could use it & provide the model as download.
----------------------------------------------------------------------------------------------------------
In order the get it in as a weapon model, you must put it into the Nexuiz\data\models\weapons folder
Genegineer
Advanced member
 
Posts: 50
Joined: Fri Nov 17, 2006 8:01 pm
Location: East Coast, USA

Postby ai » Fri Aug 31, 2007 6:42 am

It's not a character model he has, but an alternate weapon for the nex. :)
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby Doc-Pyton » Fri Aug 31, 2007 1:39 pm

first i have to thank u ... i'll have to try out ... ...
I managed to get my model into the game ... with some zym compiler i found somewhere in this forum ... I took the nex weponanimation ... importet it into milkshape ... than i importet my model too and assigned it to the bones in the ref file ... than i just compilet with that zym file and now i got my weapon in the first person ... only thing what to do now for me is to change the models from the outside cause there is still the old one ...

I modified my weapon a bit and now it looks that way : ... i find its a good work ... when i remind on that this is my first one ... :

Image

By the way ... yes im a Maya User ... i like that prog ... u can model nearly everythin and export it to nearly everythin ... and it seems to be fully compatible to milkshape 3d ...
thats very practical in my eyes cause milkshape supports most of game engines ...

However ... i'll just try out the postet solutions to get some LOD Model for the third person view ... if someone wants to try out my model + sound + beam sprite ... just ask me after and ill send u the files ... : my ICQ is 232944630 ...

The soundeffect i took for this weapon is from some RTCW soundpack ... its the one from the rocket launcher and i think it fits perfect so some railgun like weapon ...

further we plan to get this model + sounds and thislike to some modfile ... used on our server ... [GSE] Minstagib Pro [Hook] ... maybe i will have some new questions soon ... how to get some modfile workin ... but first i have to finish this model ...

by the way ... u can take a look on our server and check out my first two custom maps for nexuiz ... First one is called docs_access_high_nex ... ( its a bit like the blue sky map ) but not my best work ...

Much more interesting is the second map i made ... its some remake of the map Morpheus from unreal tournament 99 ... and it looks like i made good work with that map ...

However ... like i said before ... thank u for the help till now ... i hope i can work with it ...
Doc-Pyton
Alien
 
Posts: 155
Joined: Thu Aug 30, 2007 7:30 pm

Postby Doc-Pyton » Fri Aug 31, 2007 1:45 pm

I just forgot ... here's the rendered shot ...
Im tryin to get the quality from this one to the ingame model ... cause the high polycount i had to reduce and the modelquality for the ingame one got very bad ... ... im just workin on that problem ... here's the pic of the original model :

Image
Doc-Pyton
Alien
 
Posts: 155
Joined: Thu Aug 30, 2007 7:30 pm

Postby ai » Fri Aug 31, 2007 4:27 pm

I have just some questions, about the sound file from RTCW, are you allowed to use them in terms of GPL. Same question goes to the Morpheus map, you made it from scratch or you just redid it? If it's the first one I see no problem with that. But overall, it looks quite nice, glad it worked out for you.
Did you make a lowpoly weapon to start with then smoothed it? Or did you make a highpoly and then reduced the polys? If so, how did you do that? :P I only know how to add detail, not take away symmetrically. (Or I just forgot :D)
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Postby C.Brutail » Fri Aug 31, 2007 5:35 pm

Very very nice model. But one suggestion: the nex uses blue cell ammo, not a clip like this weapon has. Could you still modify that?
"One should strive to achieve; not sit in bitter regret."
WE ARE NEXUIZ.
Image
Image
C.Brutail
Laidback mapper
 
Posts: 2357
Joined: Tue Feb 28, 2006 7:26 pm
Location: Ironforge

Postby ai » Fri Aug 31, 2007 5:42 pm

The red one melts better in with the weapon, though the point at the end of the trail (the decal) is blue, change that to red too. Or alternatively make the weapon blue. But I suppose this has actually nothing to do with the Nex's colors. I like the red color :)
ai
Forum addon
 
Posts: 2131
Joined: Sun Mar 05, 2006 3:54 pm
Location: Behind you

Next

Return to Nexuiz - Editing

Who is online

Users browsing this forum: No registered users and 1 guest

cron