<<O>> Difference Topic HowToMakeModels (r1.7 - 24 Sep 2004 - CaberneT) |
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Basically the grip vertices represent a matrix. 4 vertices = x rotation, y rotation, z rotation, and translation(position). It is kind of hard to visualize when you are looking at the vertices in the model, but you can kind of see it. The vertex at the hand is the translation, the vertex in the positive x direction is the x rotation, etc... |
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< < | The most important thing about creating a new model is to name your frames correctly. The name consists of a 2 letter action type, followed by a the 2 digit frame number, followed by any special codes. It looks something like KA03SP. Not too tough. |
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The most important thing about creating a new model is to name your frames correctly. The name consists of a 2 letter action type, followed by a the 2 digit frame number, followed by any special codes. It looks something like KA03SP. |
<<O>> Difference Topic HowToMakeModels (r1.6 - 24 Sep 2004 - CaberneT) |
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< < | These tutorials for Egoboo cover pretty much everything that there is to go over. Just don't forget the 128 vertice (or point) limit or the 64x64 pixel skin limit. |
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OverviewEgoboo uses the Quake 2 .MD2 model format for object models. |
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< < | Original Quake2 Model Editor Tutorials |
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Model Limits
Character models must have a left and right grip. Grips are where weapons get attached to the character. Each grip is represented by 4 vertices. THE GRIP VERTICES SHOULD BE PUT INTO THE MODEL LAST. Just cut and paste from some other model and you'll be fine. Weapons Models Weapon models must use a SPAWNLAST vertex. It is an extra vertex that floats at the tip of the weapon. Attack particles get spawned at this point. THE SPAWNLAST VERTEX SHOULD BE PUT INTO THE MODEL LAST. Texture Limits
Model EditorsGOLEM - Open GL Model Editor - Designed with Egoboo in mind.
QUAKEME - Another modeler, you can download the full version here: http://www.edgefiles.com/dirs/965.html MDL - Quake 2 Modeler - Origial modeler used to create egoboo models. Part of the extras download at http://egoboo.sourceforge.net |
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Frame NamesThe most important thing about creating a new model is to name your frames correctly. The name consists of a 2 letter action type, followed by a the 2 digit frame number, followed by any special codes. It looks something like KA03SP. Not too tough. Action Types
Added a ton of information about editing models. -- CaberneT - 24 September 2004 |
<<O>> Difference Topic HowToMakeModels (r1.5 - 04 Mar 2004 - SpyroVII) |
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Grrr...... I take way to long to do stuff..... If I don't do anything here today, then I will really dislike myself.... -- SpyroVII - 04 Mar 2004 |
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Grrr...... I take way to long to do stuff..... If I don't do anything here this weekend, then I will really dislike myself.... -- SpyroVII - 04 Mar 2004 (Yeah so I changed the comment! :-P) |
<<O>> Difference Topic HowToMakeModels (r1.4 - 04 Mar 2004 - SpyroVII) |
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There is only the original tutorial available here for the moment, however, out of my desire to use Windows as little as possible, I will eventually add a nice set of tutorials on using blender to create and animate 3D models with Egoboo. I know that's like using a fleet of battleships to kill a fly, but, at the moment atleast, Linux has no specialized low poly editors that are readily available, and Blender is free. I'll also be adding a QME oriented tutorial here as well, unless somebody beats me too it... -- SpyroVII |
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Grrr...... I take way to long to do stuff..... If I don't do anything here today, then I will really dislike myself.... -- SpyroVII - 04 Mar 2004 There is only the original tutorial available here for the moment, however, out of my desire to use Windows as little as possible, I will eventually add a nice set of tutorials on using blender to create and animate 3D models with Egoboo. I know that's like using a fleet of battleships to kill a fly, but, at the moment atleast, Linux has no specialized low poly editors that are readily available, and Blender is free. I'll also be adding a QME oriented tutorial here as well, unless somebody beats me too it... |
<<O>> Difference Topic HowToMakeModels (r1.3 - 25 Jan 2004 - SpyroVII) |
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There is only the original tutorial available here for the moment, however, out of my desire to use Windows as little as possible, I will eventually add a nice set of tutorials on using blender to create and animate 3D models with Egoboo. I know that's like using a fleet of battleships to kill a fly, but, at the moment atleast, Linux has no specialized low poly editors that are readily available, and Blender is free. I'll also be adding a QME oriented tutorial here as well, unless somebody beats me too it... -- SpyroVII |
<<O>> Difference Topic HowToMakeModels (r1.2 - 25 Jan 2004 - SpyroVII) |
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< < | Unless anyone objects I'll fill in this topic sometime tommorow :-) |
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These tutorials for Egoboo cover pretty much everything that there is to go over. Just don't forget the 128 vertice (or point) limit or the 64x64 pixel skin limit. Original Quake2 Model Editor Tutorials |
<<O>> Difference Topic HowToMakeModels (r1.1 - 23 Jan 2004 - SpyroVII) |
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> > | %META:TOPICINFO{author="SpyroVII" date="1074888300" format="1.0" version="1.1"}% %META:TOPICPARENT{name="MakingObjects"}% Unless anyone objects I'll fill in this topic sometime tommorow :-) -- SpyroVII - 23 Jan 2004 |
Topic HowToMakeModels . { View | Diffs | r1.7 | > | r1.6 | > | r1.5 | More } |
Revision r1.1 - 23 Jan 2004 - 20:05 GMT - SpyroVII Revision r1.7 - 24 Sep 2004 - 21:40 GMT - CaberneT |
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