A lot of questions regarding modelling
Posted: Fri Feb 29, 2008 2:12 am
Hi all, first post here. I'm rather desperate now because I need to export a minigun model I made for Jedi Academy:
http://i229.photobucket.com/albums/ee29 ... 1203268261
http://i229.photobucket.com/albums/ee29 ... 1203268266
http://i229.photobucket.com/albums/ee29 ... 1203268262
http://i229.photobucket.com/albums/ee29 ... 1203268265
As you can see, the UVmap/texturing is done for it too. However, it was created in Lightwave, which is at a disadvantage when it comes to exporting models for Q3-engine games (the only MD3 exporter is no longer supported by later versions of Lightwave)
Anyway, I've got a few questions, hope you all can take some time to help me out
1) How are tags made? I understand that tags are right angled tris, with each vert defining the angle that the object is facing. However, I also read that tags are used to join objects together. If you look at my minigun, it definitely has more than 1000 verts, which isn't supported in JA (Jedi Academy), so I'm splitting them up into 3 different meshes (handle, main body and barrel). In this case, do I have to create separate tags for each mesh? I've also read that tags should be linked to bones, but my weapon doesnt have a bone! Then there's also the issue of assigning a function to each tag. In JA, there are tags that say tag_flash, which are used as placeholders for the muzzle flash. How do I assign a function to the tag, or even find out what the tag really does for that matter?
lol I'm sorry this is all too much for me, and I apologise if I sound like I'm going to throw a hundred questions at one go
2) Is it possible to script a rotating barrel that accelerates/decelerates for MD3?
As you can see, my main query involves around tags. I want to get to the bottom of this issue. Find out what on earth they're for, how I can manipulate them and create them
http://i229.photobucket.com/albums/ee29 ... 1203268261
http://i229.photobucket.com/albums/ee29 ... 1203268266
http://i229.photobucket.com/albums/ee29 ... 1203268262
http://i229.photobucket.com/albums/ee29 ... 1203268265
As you can see, the UVmap/texturing is done for it too. However, it was created in Lightwave, which is at a disadvantage when it comes to exporting models for Q3-engine games (the only MD3 exporter is no longer supported by later versions of Lightwave)
Anyway, I've got a few questions, hope you all can take some time to help me out
1) How are tags made? I understand that tags are right angled tris, with each vert defining the angle that the object is facing. However, I also read that tags are used to join objects together. If you look at my minigun, it definitely has more than 1000 verts, which isn't supported in JA (Jedi Academy), so I'm splitting them up into 3 different meshes (handle, main body and barrel). In this case, do I have to create separate tags for each mesh? I've also read that tags should be linked to bones, but my weapon doesnt have a bone! Then there's also the issue of assigning a function to each tag. In JA, there are tags that say tag_flash, which are used as placeholders for the muzzle flash. How do I assign a function to the tag, or even find out what the tag really does for that matter?
lol I'm sorry this is all too much for me, and I apologise if I sound like I'm going to throw a hundred questions at one go
2) Is it possible to script a rotating barrel that accelerates/decelerates for MD3?
As you can see, my main query involves around tags. I want to get to the bottom of this issue. Find out what on earth they're for, how I can manipulate them and create them