Difference between revisions of "OldSiteResourcesQuake2TutorialsCustomVwep"

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{{Template:Archive}}
'''Custom             VWEP'''
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= Custom VWEP =
  
 
by [http://www.netcom.ca/~jmoffatt Nemesis]
 
by [http://www.netcom.ca/~jmoffatt Nemesis]
  
'''What             you will need'''
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== What you will need ==
 +
 
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3DS MAX 1.2 or 2.
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MDL model editor and asc exporter for 3DS MAX
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 +
and this handy little zip I made for you: [http://asp.planetquake.com/dl/dl.asp?q2pmp/vwepfile.zip vwepfile.zip]
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== Step One: Importing weapons into MAX ==
  
3DS             MAX 1.2 or 2.
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First open up your Model that you created in 3DS MAX. Then import all the 3ds files that I included in the zip. If you already had a weapon from before that was animated then the best thing to do is to position and scale the models you just imported at the first frame. Then link the new weapons to the old weapon. This will make them follow the movement of your old weapon. Don't know how to link them? Use the link button!
            MDL model editor and asc exporter for 3DS MAX
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            and this handy little zip I made for you: [http://asp.planetquake.com/dl/dl.asp?q2pmp/vwepfile.zip vwepfile.zip]
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            '''Step One: Importing weapons into MAX'''
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== Step Two: Exporting weapons from MAX ==
  
            First open up your Model that you             created in 3DS MAX. Then import all the 3ds files that I included in            the zip. If you already had a weapon from before that was animated            then the best thing to do is to position and scale the models you             just imported at the first frame. Then link the new weapons to the            old weapon. This will make them follow the movement of your old            weapon. Don't know how to link them? Use the link button!
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Now you will need to go into the Utilities section of MAX and use the ascii exporter. First make sure you time frame is set for frames 0 - 172 or like I have 1 - 173 (this is cause there are no animation’s for weapons when you die). Then click ascii object output click the "pick object" button and select a weapon. You will be prompted to name the output, What I did was create a folder for each weapon and named each weapon according to its proper name. Example: w_rlauncher.asc in the w_rlauncher folder.
  
            '''Step Two: Exporting weapons from MAX'''
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Your computer will now make 173 asc files of that weapon model into that folder. Repeat these steps for each of the weapons.
  
            Now you will need to go into the            Utilities section of MAX and use the ascii exporter. First make sure            you time frame is set for frames 0 - 172 or like I have 1 - 173            (this is cause there are no animation’s for weapons when you die).            Then click ascii object output click the "pick object"            button and select a weapon. You will be prompted to name the output,            What I did was create a folder for each weapon and named each weapon            according to its proper name. Example: w_rlauncher.asc in the            w_rlauncher folder.
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== Step Three: Importing weapons into MDL ==
            Your computer will now make 173 asc files of that weapon model into             that folder. Repeat these steps for each of the weapons.
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              '''Step Three: Importing weapons into MDL'''
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OK open up MDL. The open up the sshotgun.md2 that I included in the zip. Notice that there is only one frame, I deleted all the other frames for you so you better thank me. OK now click File/Import/Import append frames. You will then be prompted to select your sshotgun.asc files. It is important for you to do this right: select sshotgun173.asc first then while holding shift select sshotgun001.asc, all the sshotgun files should be highlighted now so click OK. If you don’t select the files like this then the order gets screwed up (maybe he fixed this in new version but I don't know).
  
            OK open up MDL. The open up the            sshotgun.md2 that I included in the zip. Notice that there is only            one frame, I deleted all the other frames for you so you better            thank me. OK now click File/Import/Import append frames. You will             then be prompted to select your sshotgun.asc files. It is important            for you to do this right: select sshotgun173.asc first then while            holding shift select sshotgun001.asc, all the sshotgun files should            be highlighted now so click OK. If you don’t select the files like            this then the order gets screwed up (maybe he fixed this in new            version but I don't know).
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Now that you have imported all these files you can delete that first frame that was there before. Don't delete this frame before you import your frames or else you will get some errors because you have 0 frames. Now click File/export/export to md2 and save you model in the same directory as you model's tris.md2 using its proper name e.g.: sshotgun.md2. You will then be asked to chose a skin, if you have unpacked the models and skins from the vwep pack file then you just have to point to them. If you haven't unpacked the vwep zip then go unpack it you fool! What? you don't have an unpacker OK go here: [http://goldrush.com/~hicks/adquedit/ Adquedit]
  
            Now that you have imported all these files you can delete that first            frame that was there before. Don't delete this frame before you            import your frames or else you will get some errors because you have            0 frames. Now click File/export/export to md2 and save you model in            the same directory as you model's tris.md2 using its proper name            e.g.: sshotgun.md2. You will then be asked to chose a skin, if you            have unpacked the models and skins from the vwep pack file then you            just have to point to them. If you haven't unpacked the vwep zip            then go unpack it you fool! What? you don't have an unpacker OK go            here: [http://goldrush.com/~hicks/adquedit/ Adquedit]
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You should now have a nice perfect sshotgun.md2 that works perfectly with your model. Do those last steps for the rest of the weapons and frag me baby.
  
            You should now have a nice perfect sshotgun.md2 that works perfectly            with your model. Do those last steps for the rest of the weapons and            frag me baby.
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----
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[[Category:Quake2]]

Latest revision as of 08:18, 17 November 2015

Icon important.png This page is an archive. The information here is probably out of date or incorrect, and the links may not work. This archive is probably being kept for historical reasons. Please do not edit this page unless you know what you are doing.

Custom VWEP

by Nemesis

What you will need

3DS MAX 1.2 or 2.

MDL model editor and asc exporter for 3DS MAX

and this handy little zip I made for you: vwepfile.zip

Step One: Importing weapons into MAX

First open up your Model that you created in 3DS MAX. Then import all the 3ds files that I included in the zip. If you already had a weapon from before that was animated then the best thing to do is to position and scale the models you just imported at the first frame. Then link the new weapons to the old weapon. This will make them follow the movement of your old weapon. Don't know how to link them? Use the link button!

Step Two: Exporting weapons from MAX

Now you will need to go into the Utilities section of MAX and use the ascii exporter. First make sure you time frame is set for frames 0 - 172 or like I have 1 - 173 (this is cause there are no animation’s for weapons when you die). Then click ascii object output click the "pick object" button and select a weapon. You will be prompted to name the output, What I did was create a folder for each weapon and named each weapon according to its proper name. Example: w_rlauncher.asc in the w_rlauncher folder.

Your computer will now make 173 asc files of that weapon model into that folder. Repeat these steps for each of the weapons.

Step Three: Importing weapons into MDL

OK open up MDL. The open up the sshotgun.md2 that I included in the zip. Notice that there is only one frame, I deleted all the other frames for you so you better thank me. OK now click File/Import/Import append frames. You will then be prompted to select your sshotgun.asc files. It is important for you to do this right: select sshotgun173.asc first then while holding shift select sshotgun001.asc, all the sshotgun files should be highlighted now so click OK. If you don’t select the files like this then the order gets screwed up (maybe he fixed this in new version but I don't know).

Now that you have imported all these files you can delete that first frame that was there before. Don't delete this frame before you import your frames or else you will get some errors because you have 0 frames. Now click File/export/export to md2 and save you model in the same directory as you model's tris.md2 using its proper name e.g.: sshotgun.md2. You will then be asked to chose a skin, if you have unpacked the models and skins from the vwep pack file then you just have to point to them. If you haven't unpacked the vwep zip then go unpack it you fool! What? you don't have an unpacker OK go here: Adquedit

You should now have a nice perfect sshotgun.md2 that works perfectly with your model. Do those last steps for the rest of the weapons and frag me baby.


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