Ok
#995 posted by
necros on 2004/05/02 12:18:50
but that's later. ;)
is there a site that explains how to properly import a model into qme and how to animate it from outside of qme? (so importing the frames too) for some reason, the stake doesn't appear in qme...
Importing Animation Frames
#996 posted by
Preach on 2004/05/02 13:52:02
Usually I just import each frame as a 3ds or dxf file. If you're using QME 3.1, then you can select multiple files and import them all. Presumably the program that you're using to animate them can export single frames of animation, try a different format if that doesn't work. I don't know too much about the process though, as I usually animate using QME anyway.
One more thing...If you're gonna export the frames from another program, save the files you create. When I skin the model, you have to import the frames again, you can't add the skin to an animated model(although if you have an animated .mdl, you can export all the frames and then just import them to the skinned version)
Tinkertoys
#997 posted by
madfox on 2004/05/02 14:44:50
The old Quark4.07 has a way to copy files to eachother as you start the model-editor twice.
So you can select and deselect them mutual, as long as you rename them.
http://members.home.nl/gimli/end.jpg
Finding the garavity 800 key can't resist me to make another level...thanx necros.
Preach,
#998 posted by
necros on 2004/05/03 19:31:58
if i give you a .md2 with all the frames in there already, will that be ok to do the skinning?
i coulnd't figure out to export specific frames into individual files, so i opted to get this thing called QTip which is a plugin for 3dsmax and export to md2 automatically...
Post Gravity #999
#999 posted by
madfox on 2004/05/04 00:29:41
MadFox
#1000 posted by
HeadThump on 2004/05/04 00:59:44
That is shaping up to look interesting. I like the supports in particular.
Necros:
#1001 posted by
Preach on 2004/05/04 03:22:05
Yup, I can do it from that, send it along.
PH8
#1003 posted by
pushplay on 2004/05/04 13:06:04
Put some trim around the top of the arch. It's looking good.
Hmmm
#1004 posted by
LTH on 2004/05/04 16:20:14
Never liked lava in base maps myself.
I Haven't
#1006 posted by
. on 2004/05/04 18:15:20
seen lava in base maps, or arches, so I wanted to do that.
Besides
#1009 posted by
Kell on 2004/05/05 12:03:16
if it's *slime in a base map, it's called 'toxic waste'
if it's *lava in a base map, it's called 'molten metal'
I cannot self-terminate; you will have to lower me into the steel.
Hmm
#1010 posted by
LTH on 2004/05/05 16:01:23
/me lowers Kell into the steel.
#1011 posted by
Kell on 2004/05/05 16:33:31
/me gives a last thumbs up as my screen goes blac...*
#1013 posted by
pushplay on 2004/05/06 00:34:59
The unwritten future rolls toward us. I face it for the first time with a sense of hope, because if a poster, a Kell, can learn the value of human life, maybe we can too.
Pushplay
#1014 posted by
DaZ on 2004/05/06 09:49:01
but unfortunately when this future arrives it is in the form of a mediocre cash-in where the only truly good part is a truck chase scene.
...doh, kill me now...
#1016 posted by
pushplay on 2004/05/06 20:27:09
I should have realized it was never our destiny to stop pointless posts - merely to survive it, together. The Kell knew; he tried to tell us. But I didn't want to hear it. Maybe the future has been written. I don't know; all I know is what the Kell taught me never stop fighting. And I never will. The battle has just begun.
Pushplay, Uhm
#1017 posted by
HeadThump on 2004/05/06 22:34:05
you do plan to post a level pic with this battle on it right?
Kidding man. I'm just afraid someone will fallow up by posting Trinity's 8 minute dying speach from Matrix:Revolutions.
bbbrrrrrr
MadFox
#1019 posted by
pushplay on 2004/05/07 00:18:42
I guess you're supposed to be in space in those shots, but it looks like you're fighting a microscopic Shambler on a falling snow flake in the middle of a snow storm... Which is a cooler idea really.