Drakewl Posted May 21, 2002 Share Posted May 21, 2002 because pop-n-fresh's md3-exporter only exports objects to a certain scale properly (if you scale your model up in 3dmax to a certain size, popn-fresh will screw up your model, i've tested this the last 24 hours), an ingame-md3-scaling option for static models (no player/npc-models) would be very helpful. any clues or hints? Link to comment Share on other sites More sharing options...
volrathxp Posted May 21, 2002 Share Posted May 21, 2002 you should probably build your model at the correct scale in 3dmax to begin with. with gmax i usually build large and scale down and haven't had any troubles thus far. i don't think there is any ingame md3 scaling. i don't even know if it's possible to do. volrath Link to comment Share on other sites More sharing options...
Drakewl Posted May 21, 2002 Author Share Posted May 21, 2002 beginning with the correct scale, doesnt help, 've tried it in multiple cases what is the largest scale of one of your md3-objects in radiant grid units? Link to comment Share on other sites More sharing options...
volrathxp Posted May 21, 2002 Share Posted May 21, 2002 i'll have to check on that. i'm not quite sure so... Link to comment Share on other sites More sharing options...
Drakewl Posted May 21, 2002 Author Share Posted May 21, 2002 ok, would be interesting for testing purposes and by the way, looking into the npcs.cfg in the ext_data-directory, you'll notice possible scale, scaleX, scaleY, scaleZ-Keys for playermodels that are, not to forget, md3-files. I've tried entering those keys into the entity-fields of a static model (generator) but i got no changes. therefore a solution should be possible Link to comment Share on other sites More sharing options...
volrathxp Posted May 21, 2002 Share Posted May 21, 2002 player models are technically glm files in jk2 not exactly md3 files... some are md3s but most are glms. Link to comment Share on other sites More sharing options...
volrathxp Posted May 21, 2002 Share Posted May 21, 2002 well the length of one of the more simpler models i created (a knife) is about 34 1/2 radiant units... (grid = 1). it was actually too big when i made it, so i scaled it down and it worked. you may need to restart radiant to get the model to insert at the right size when scaled down. volrath Link to comment Share on other sites More sharing options...
Drakewl Posted May 21, 2002 Author Share Posted May 21, 2002 actually if i had the option i would scale down the model, but my model is a canyon (2000 polys). its purpose is eye candy for the scene "background". Scaling it down will make it useless for the purpose (result: toy canyon *g*) I was messing around with max-created and radiant-created canyons, the max-created ones were much better and more flexible. But at the end i'll propably use the radiant method. the popnfresh exporter will export models up to 650-725 radiant grid units, every model which is above this length will be screwed up. jep you're right on playermodels and glm. you don't scale the actual model (within the npcs.cfg), but you scale the bones, that influences the mesh of the md3. Link to comment Share on other sites More sharing options...
Drakewl Posted May 22, 2002 Author Share Posted May 22, 2002 bumperdibump Link to comment Share on other sites More sharing options...
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