The ai Frontier - My ups and downs

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The ai Frontier - My ups and downs

Postby ai » Tue Sep 09, 2008 10:33 am

Hi. I've created this thread for several reasons but the main ones is that I do not want to litter the Flags Concept thread.
This thread will serve as a frontline for me to ask questions and like a blog thing to keep you upraised on how I go about doing things and what its current status is. I will mainly talk about the current flag models, but if any questions that pop up and may help me I will ask them.

Later on, if I succeed with actually getting this flag into the game, with animations and textures and whatnot, I will create a complete guide, that even the biggest beginner can have a chance, at how to actually go about this so that no more confusion will pop up.

So to start things off. I am creating a flag model to replace the current ones. I see that the current flag models are .md3 types, but I cannot convert my .smd models into .md3 as it says I need a .qc file. The questions here is.

1. Where can I find the current .qc files for the flag models (if they have any). I want them only to see how they were made and what's in them.
2. Are these .qc files necessary or are they just necessary only if you have advanced shaders in your models?
3. How do I go about and create .qc files?
4. Where can I find the current CTF flag models? I haven't been able to locate them in the SVN. If someone could put up a link it'd be appreciated. I want to see how the other models where made.

Other questions:
5. What's the difference between a .mdl and a .md3 model? Why must for instance the flag models be .md3?
6. Why does some models need converting into .zym? Such as the player models and also some weapon models I saw.

I'm working in Maya 2008, I am using Valves .smd exporter (which seems to actually work). To get this .smd exporter to work you actually need Steam and Source SDK. I've found this info on another forum and followed it's instructions. This .smd exporter actually works a lot better than Pralls exporter. Also, the Valve exporter have different choices, export .smd for models, animations, physics and there was one more. Now I don't really know how to use these different .smds together but I will find a way.

Anyway, after exporting to a .smd with Valves exporter from Maya I import this into Milkshape. In Milkshape I actually convert this into whatever model format I need, such as .mdl, .md3 or whatever. Now of course as mentioned, I cannot export to .md3 unless I have a .qc file.

That was everything I have for now, now on to an update:
I have made the lasers and the logo blue as suggested be some other fellow and this is what I have for now.
NOTE: No texture or materials have yet been made. The texture I'm using is actually the 256x256 Nexuiz logo you can find on OUNS by Sant. This one is actually just a temp, but of course, if people like it I see why not keeping it (if so I'll need to adjust that picture a bit, make it red and blue).
That's all I had. I'll be off for a few hours, hope to have some responses by then (mainly the questions :P)

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Postby esteel » Tue Sep 09, 2008 11:48 am

the currently used models are in data/models/ctf/flag_blue.md3 (red)
qc code for ctf is in data/qcsrc/server/ctf.qc but it just sets the path to the model in function spawnfunc_item_flag_team2 (1). I think stuff like shaders are purely model/texture things.. (but i do not know much about that part) .qc files are just text files.. either edit with some text editor or ide.. but it needs to be compiled with fteqcc.

mdl and md3 are just different formats.. it does not matter which you use as long as the engine can use it. But using the same name/format helps as old clients will then at least see the old model..
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Postby Alien » Tue Sep 09, 2008 1:49 pm

http://amc.planetduke.gamespy.com/smf/i ... pic=4950.0

What i know is that current flags have 200 frames.
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Postby ai » Tue Sep 09, 2008 4:12 pm

I can't seem to make the flag work. I have exported the flag and made an .mdl model, and in theory it should be visible in Nexuiz, but I get the diamond thing. I've followed the instructions on how to create a player model and any other I found on these forums, but the model just does not want to be visible ingame. Is there some special convertion that needs to take place that I do not know of?

I even created a map in GTKRadiant, and specifically instructed it to use me .mdl model, but I still get nothing. Basically, I exported as .smd from Maya, imported it in Milkshape and from there exported as Gamestudios MDL7 (result is a .mdl file). There's another option, Gamestudio A5 MDL (result is a .mdl file), but I get an error when exporting to this one.

Doesn't Morphed have some inside info that he can share?
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Postby Alien » Tue Sep 09, 2008 7:39 pm

Try md3 or zym.
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Postby ai » Tue Sep 09, 2008 7:47 pm

Well, I cannot even create an .md3 as I need a .qc file. No idea what it contains or how to create one from scratch.
My only choice is .zym. I'm installing SVN and gonna get those .qc files for the flags, change it to a .zym and recompile. If that doesn't work then I'm out of options. As when I try .mdl they don't even show ingame.

So if it turns out the even the .zym won't work then some other modeler that has done this need to step up, or at least explain to me how to do it.
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Postby esteel » Tue Sep 09, 2008 8:18 pm

I think you have something mixed.. md3 is a model format, .qc is game code.. what makes you think you need a .qc file? Maybe >i'm< missing something?
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Postby Alien » Tue Sep 09, 2008 8:32 pm

You both miss things. If you took a look at a link which i've posted, everything should be more clear..
qc file can also act as model reference, which defines model skin files, frames, etc... You can create it by hand.
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Postby ai » Tue Sep 09, 2008 9:12 pm

Well, finally I actually got my flag ingame. It can use some work of course but at least I have one problem down. Thanks to Alien's link. I skimmed over the link quickly before, but only now, after getting some free time, did I follow the instructions. And whee and behold. This is a method that actually works.
The scale of course and rotation is off, but this is a very easy fix. Thanks a lot for that link Alien, you're my hero.

@Esteel, I need a .qc file to be able to export from Milkshape, but now that Milkshape creates that file for me the problem is solved. It's a simple as clicking 'Tools -> Quake III Arena -> Generate Control File' inside Milkshape.

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Postby esteel » Tue Sep 09, 2008 9:44 pm

Hmm, interesting, maybe quake3 needed that .qc file.. The scale is really way of and the textures seem like they are not found by the engine. But its a cool first step!
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