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Author Topic: 1up FunStuff Project  (Read 19136 times)

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Offline dj_laidas

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Re: 1up FunStuff Project
« Reply #60 on: January 12, 2010, 01:19:03 AM »
credits to snkgoogleit for lem have that stuff throug email....

check this picks from just the md3 files and  skins on....

we can made some progress on that stuff....

hell yeah...

im happy enough



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Offline 3k_dot

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Re: 1up FunStuff Project
« Reply #61 on: January 18, 2010, 10:53:41 AM »
nice!!  djL  :D



Offline dj_laidas

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Re: 1up FunStuff Project
« Reply #62 on: January 19, 2010, 10:03:57 AM »
yo 1upzzzz.......

great news on that project keeps comming......

?????
the first helmet is ready.....

idk how to import it into the game yet but ill try my best as always....

check this pics

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Offline GoogleIt

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Re: 1up FunStuff Project
« Reply #63 on: January 19, 2010, 02:41:34 PM »
I can help you with importing later tonight if you're going to be around.
--SnKGoogleIt




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Offline RonaldLee[1up]

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Re: 1up FunStuff Project
« Reply #64 on: March 05, 2010, 01:35:18 PM »
Dj_laidas[1up],

I have just finished reviewing the progress on the 1up Fun Stuff Project.  Alright, I will get right to it. You did a great job of making the skins, the pic (.tga) files and bringing your idea to life. The problem with your funstuff is that each of the .md3 files were not internally linked to the desired .tga (skins). I went through and corrected the linking issues. I am attaching the new .pk3 I generated for you to try out with different player models. There are still some changes that need to be made to your funstuff.

First, I put a short but detailed tutorial below on how to link the .tga file to your .md3 (or how to change it). Second, I uploaded a series of screen shots so you can see what is left to correct. Also, please remember that I need those wTf funstuff creations finished as soon as possible so I can give that over to them. Finally, I want to make sure that we generate funstuff for each of the male and female models.

Altering a skin-path using Npherno's MD3 Compiler

A simple tutorial by Tabun
What you need:

    * Npherno's MD3/skinning tools: http://1uptest.info/public/upload/maps/q3ut4/npherno_tools.zip
    * An md3 model


What's this about?
This tutorial gets you acquainted with the useful and concise tool titled 'Npherno's MD3 Compiler', which can be used to alter models for Q3/ET based games and mods. More specifically, it shows you exactly how to set or change a skin-path.

Skin-paths are stored in the MD3's themselves. When the game loads a model, it uses the embedded path to load the proper shader or texture.

Altering MD3's can be tricky at first, but it's rather easy and doesn't take more than half a minute at most.


Step 1: Importing objects
Launch the MD3 Compiler. It's the "MD3Compile.exe" file.
This is what you'll see:


fig.01 - Npherno's MD3 Compiler

Now, click the button labeled "Import objects", and select the MD3 you wish to alter.
It shows the following popup:


fig.02 - Importing an MD3

Select all parts of the model, and click "OK".
The model should now appear in the center as a red and blue set of objects.


fig.03 - Imported model

The window should look something like fig. 03.

This is important:
Now, click the "All" button (located directly above "Import objects"). Make sure the checkbox in fig. 04 is checked before you proceed!


fig.04 - After clicking "All"


Step 2: Altering the skin-path
Now we can alter the skin-path of any of the imported objects.
Usually, you'll find the MD3 only has one object. If you've had to select more than one object in the import popup (see fig. 02), there are more objects whose path may need editing.

Use the top-most dropdown-list to select an object (in this case, we can see that w_nailgun has been selected). The embedded path to the skin will be shown in the field immediately below it. You can edit the path now.
This is important:
Remember to always use forward slashes in paths. No matter what the original path shows, use forward slashes.
failure to do so means you won't see a skin in-game.

Step 3: A precaution
To prevent problems with the MD3's normals (don't ask if you don't know or care), click "Rebuild normals" and "OK" after the popup opens. No need to select any of the three checkboxes.
(Depending on the state of the MD3 you've imported, the results can either show or fail to show in the compiler's view of the model. Don't pay it any heed, unless you're specifically trying to fix a broken model.)

Step 4: Final step
Once you've edited the paths of all objects, it's time to export the model, saving your changes.
Click "Export objects" and give the MD3 a nice name. You can overwrite the MD3 you imported without problems, by the way.

A popup will show, asking for an "Internal name". Unless you're editing a player model, ignore this - leave it blank.
Just click "OK".

That's all there is to it.

Recap
Ok, to recap what I've shown so far, here are the basic steps:

    * 1. Import objects
    * 2. Alter name (remember, FORWARD slashes)
    * 3. Rebuild normals
    * 4. Export objects

That's it. Hope it made some sense to you.

Greets,
    Tab.
___________________________

Screenshots













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« Last Edit: March 05, 2010, 01:39:50 PM by RonaldLee[1up] »

Offline dj_laidas

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Re: 1up FunStuff Project
« Reply #65 on: March 08, 2010, 04:45:55 PM »
Ok tank you Ron... i will keep that in my mind....

When i found some time to make something or even to play urt i will procced...
rignt now its all a big mesh and im try to found a solution..,,

:( sorry gyuz....

PS i still love ya....
miss u all...



Offline RonaldLee[1up]

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Re: 1up FunStuff Project
« Reply #66 on: March 18, 2010, 06:15:43 PM »
Where are you dj_laidas[1up]?

Venom2k[1up],

Thanks for the 1st attempt at reworking the WtF pictures. Please note the below screenshots of the first funstuff build. Here each of the .tga files needs to have the picture shrunk down to about 1/4 of the size it is now. At least that is what I think needs to be done to fit it.

You can try this yourself by downloading the funstuff pk3: http://1uptest.info/public/upload/maps/q3ut4/logo/zzzwtffun.pk3

See screenshots below showing that the initial .tga picture needs to be reduced in size.








« Last Edit: March 18, 2010, 06:17:53 PM by RonaldLee[1up] »

Offline Venom

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Re: 1up FunStuff Project
« Reply #67 on: March 18, 2010, 06:27:07 PM »
ok i will shrink the size, but why is there a background.
EX 1UP

Offline RonaldLee[1up]

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Re: 1up FunStuff Project
« Reply #68 on: March 18, 2010, 06:35:25 PM »
ok i will shrink the size, but why is there a background.

Don't know, but I can probably use some shader slips to trip it up.
See my screen shot attached here to show the .md3 file in the Nph viewer. I can't wrap the picture around it, so the picture .tga must be smaller then, like 1/4 the size I would suspect. We can try it and find out.


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Offline Venom

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Re: 1up FunStuff Project
« Reply #69 on: March 18, 2010, 08:23:29 PM »
I just sent you a smaller size, let me know if that one doesnt work. Btw why are you using a rectangular border????
« Last Edit: March 18, 2010, 08:25:08 PM by venom2k[1up] »
EX 1UP

Offline RonaldLee[1up]

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Re: 1up FunStuff Project
« Reply #70 on: March 18, 2010, 09:15:07 PM »
I just sent you a smaller size, let me know if that one doesnt work. Btw why are you using a rectangular border????

I did not make the .md3, dj_laidas did. I am just applying a different skin to it or switching out the .tga files. I think we can use shaders to change the appearance of it anyway. Looks like I need to have a look at my shader menu.

Offline novabunny

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Re: 1up FunStuff Project
« Reply #71 on: April 10, 2010, 10:13:45 PM »
make a 1up suit sorta like samus.....XD :-[
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Re: 1up FunStuff Project
« Reply #72 on: April 10, 2010, 11:32:47 PM »
I have resources that could be twisted into a Rena funstuff head.~

Offline sniper#420[1up]

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Re: 1up FunStuff Project
« Reply #73 on: April 11, 2010, 07:52:41 PM »
1up needs a  funred zombie  head for zombie mod that would bee cooool

Offline Dougy

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Re: 1up FunStuff Project
« Reply #74 on: July 10, 2010, 10:18:51 PM »
Right Ron, I'm using a Mac G4 on OSX 10.4.11 do you know of any programs i could use to start making funstuff and modelling?