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

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  • 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 ...
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    Doc-Pyton
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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?
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    Ivan
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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
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    ai
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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
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Fri Aug 31, 2007 6:42 am

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 ...
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    Doc-Pyton
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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
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    Doc-Pyton
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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)
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    ai
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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.
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    C.Brutail
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Fri Aug 31, 2007 5:42 pm

Fri Aug 31, 2007 5:46 pm

  • Sooo ... the RTCW sound is from some free download-able soundpack ... and cause i dont use it for commercial ... it should be okay that i use it ... ... but i really dont know ... but thats not the problem till now cause i didn give the model to anyone till now ...

    And to my map ... its name iss docs_morph_remake ... so the name isnt the same as the original map from 99 ... ... i just buildet some map that reminds on the original ... i made own textures ... and some own skybox for that level ... when u see that map u know that it was inspired from that one from unreal but its definitly not the same ... so there should be no problems ... The background music from the morph remake is some ogg musik file from the old game ... i found it as some free download in the web with the words "feel free to use it for ur maps or somelike" ... so if there isnt some comercial use i think there should be no problems at all ...

    In every work im starting i try to use only own textures and skyboxes ... i just try to do everythin on my own ...
    The soundeffect from my map ... and this weapon is some difficult case ... cause im a grafical designer and not in the audio way ...

    in my future map works the music will be no problem cause some of my clanmates started to make the soundtracks for me by his own ...

    if u have sound effects i can use freely for my weapons or other things ... just tell me ... i can use every help i can get to make my works best quality ...

    the question to the model is really easy ... i make my models everytime in full quality ... ... in cases like the polycount is too high or somethin else i start to lower the polycount or level of detail by myself ...
    I make the UV-Maps by myself so its way easyer to fit it on my models ... even if i change somethin like the polycount or thislike ...

    In Cases if there's no way to make this by my own there are tools and plugins for various programms to reduce the polycount ...
    Maya have some funktion to do so ... but this funktions and tools often destroy ur works on textures and UV-Maps ... so i would say its just better to do that on ur own ...


    to my weapon ... like i said its the first one i made for nexuiz ... the beam was easy to change ... there's some little tga file used as a sprite ... i just changet its color to red and made some lighning look for the beam ... ... the flash effect on the end of the beam is still a problem ... i think i found the file used for this beam ... but when i change it, nothin happens ... that flash stays blue ... if someone knows how to change that ... pls tell ... it looks terrible with the red beam havin some blue impact flash ...

    I just want to change the ammo clips too ... the model work is really easy ... but till now ... i didn manage to change the world models ... ... i have to try out the soulution ways that i got furhter up this thread ...

    but i managed to get the weapon quality better ingame ... like u can see on this shot ... :
    Image
    i think this look of the first person weapon model is the final for now ... i dont know if i can get the looking better ... but if theres a way to make the look more cool ... i'll do ... ^^ ...

    However i hope that answers ur questions ... and again i have to sorry for my really bad english ... ;) ...
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    Doc-Pyton
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Fri Aug 31, 2007 6:33 pm

  • ai wrote:But I suppose this has actually nothing to do with the Nex's colors. I like the red color :)


    I'm not against red or anything, just pointed out it should use cell amo, not a clip :)
    "One should strive to achieve; not sit in bitter regret."
    WE ARE NEXUIZ.
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    C.Brutail
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Fri Aug 31, 2007 6:41 pm

  • Hm ... in my eyes there's only one matter with the clip of that weapon ... The cell ammo is used for other weapons in nexuiz too ... so if i change the cell model to this clip model ... i have to change every weapon model that uses this ammo ... but it isnt a real problem ... ... First thing is ... that i designed this weapon primary for instagib ... and there are no other weapons ... ... how ever ... there's just the option to give the cell ammo model an additional clip like this ... so that when u see the ammo for the nex on the floor there's a clip for my weapon and some of the old cells ... ist just some modification in the apperance of the standart ammo ... sounds like some good idea i think ... so theres just the problem that i didn manage to change world items till now ...

    The Second thing is ... this clip ... ist just a cell ... only in form of a clip ...
    I like nexuiz cause its all but realistical ... so every change is free to the phantasy of the modder ...

    I made this weapon with a clip cause i dont like these cell designs ... Im a Fan of weapon designs that are close to the real ones ... I just think a weapon with a design of some rifle with amo clips have some cooler look than others ...
    Sure its a good thing to create weapon lookings that no one knows ... but i think the old nex is just ugly ... and with some of these energycells my new model would look ugly to ... this design just needs a clip like this to really look good ...
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    Doc-Pyton
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Fri Aug 31, 2007 6:45 pm

Fri Aug 31, 2007 11:50 pm

  • If he makes a mod of it, he has to release his sources under the GPL...

    and I think docs_morph_remake is far enough from UT's Morpheus (for example, it doesn't have the lower platform and the street)... but it would be really cool if it also could get support for other game modes than just Minstagib... that is, adding some weapons and some mapcfg files... shouldn't be much work in Radiant :P

    However, the usage of old UT's sound file is not legal... you maybe found it on a site that claims it is free to use, but that site is wrong then. If I were you, I'd replace the track by something else, although I doubt that anyone would sue you for it.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Sat Sep 01, 2007 12:01 am

  • Wow it looks real nice. A big improvement from the original. The glowing ribs on the stock are a nice touch. :D

    Edit: Maybe someone can make the screen switch to a scope hole for when people zoom in. I can't explain this well in words so I have this pic to explain.
    Image
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    Ivan
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Sat Sep 01, 2007 7:00 am

  • I totally agree- its awsome. My only problem with it is that it looks like a machine gun. :?
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    torus
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Sat Sep 01, 2007 10:04 am

  • Yeah. Replace the mag with some energy coil packs or whatever and you're good
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    tChr
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Sat Sep 01, 2007 2:46 pm

  • The model looks great but it is obviously a machine gun. Why replace the NEX model instead of the machinegun model?
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    ihsan
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Sat Sep 01, 2007 9:15 pm

  • Thats it ... this model is some replacement for the nex ... but only on the GSE server ... we want to make it that the server uses some pk3 file with the replacement model and give this to the clients ... so that the model is only replaced on our server ...
    Its planed that everyone that comes on our server will have this weapon ...

    If someone dont want to have this model he can just put the old one into the downloadet pk3 ... but i think the weapon looks real good so there's no reason to change it ...
    further it will only be used on our server ...

    For now we didn get this into the server cause i didn finish it up for now ...
    By the way i think most of nex weapons are just ugly ... the design ideas arent bad ... but i think its designed with low skill ... looks like someone didn want to make to much work with this models ... ...

    Im some instagib player ... its extremly rare that i play with normale game mode ... so my first decision was to make some nex model replacement ... maybe i'll generate some complete weaponpack when there's time and enough creative ideas to model new ones with some better look ...

    If someone of u knows a way how to get this weapon model onto a server that changes the nex model to the new one ... and do the same for the clients pls tell us ...
    Important is that we want to change the model only in use with our server ... for every other server the models should stay normal ...
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    Doc-Pyton
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Sat Oct 06, 2007 12:12 pm

  • This model looks bloody amazing. It'd be great to work it into Nexuiz somehow. The beams look great, too. If you can get some cool sound effects this will be brilliant.

    I'd like to see some hands on this one, too, though.
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    bengreenwood
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Sat Oct 06, 2007 2:38 pm

Sat Oct 06, 2007 3:42 pm

  • Doc-Pyton wrote:If someone of u knows a way how to get this weapon model onto a server that changes the nex model to the new one ... and do the same for the clients pls tell us ...
    Important is that we want to change the model only in use with our server ... for every other server the models should stay normal ...


    Rename the model, and change the QC code to use the new model name. Then compile with fteqcc, done.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Sat Oct 06, 2007 4:31 pm

  • In more detail:

    Code: Select all
    w_nex.qc:               weapon_setup(WEP_NEX, "nex", IT_CELLS);


    Change "nex" to "docs_nex".

    Code: Select all
    w_nex.qc:               precache_model ("models/weapons/g_nex.md3");
    w_nex.qc:               precache_model ("models/weapons/v_nex.md3");
    w_nex.qc:               precache_model ("models/weapons/w_nex.zym");
    t_items.qc:     StartItem ("models/weapons/g_nex.md3", "weapons/weaponpickup.wav", nextime, W_Name(WEP_NEX), IT_NEX, FL_WEAPON, weapon_pickupevalfunc, 1000);


    Change these to use your file names (that is, g_docs_nex.md3, v_docs_nex.md3, w_docs_nex.zym.

    Then, recompile (run fteqcc in the source directory) and use your new progs.dat. It will now use the docs_nex models instead of the Nex.

    Then, make a pk3 containing the docs_nex models, and set it as required package on your server (that is, set sv_curl_serverpackages models/weapons/w_docs_nex.zym). Done.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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