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Viking and Roman Model conversions #288938
09/09/09 13:07
09/09/09 13:07
Joined: Feb 2007
Posts: 146
UK
robertbruce Offline OP
Member
robertbruce  Offline OP
Member

Joined: Feb 2007
Posts: 146
UK

Hello,

I recently bought a Viking and Roman character pack.

Using fragmotion I can normally convert direct .x files to A6 mdl7 with no problems.


This time however, when I convert to A6 mdl7 the characters animations become distorted.




To overcome this I tried to export as an md2, this worked fine but the model was 12mb unskinned.



When skinning the md2 file the character becomes 50mb + which is completely unusable.

I have also tried to convert using milkshape and blender.

I have quite a few Roman and Viking characters, a sample of one can be found at:


Viking Warrior (zipped)

Roman Legion


If anyone could help with the solution I would be grateful.

thanks,

Rob

Re: Viking and Roman Model conversions [Re: robertbruce] #288946
09/09/09 13:52
09/09/09 13:52
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
i use fragmotion+milkshape+med combo for import/export, and generally find a good way to import models completely...

ill have a look in your models when i get to home this evening.


3333333333
Re: Viking and Roman Model conversions [Re: Quad] #288981
09/09/09 17:31
09/09/09 17:31
Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Cowabanga Offline
Expert
Cowabanga  Offline
Expert

Joined: Aug 2008
Posts: 2,838
take me down to the paradise c...
Quote:

Haha! You should post this in the Fun Thread!

Re: Viking and Roman Model conversions [Re: Cowabanga] #288982
09/09/09 18:24
09/09/09 18:24
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
I imported the .x models and they seem to be imported well, which version of med you are using?


3333333333
Re: Viking and Roman Model conversions [Re: Cowabanga] #289016
09/09/09 23:38
09/09/09 23:38
Joined: Feb 2007
Posts: 146
UK
robertbruce Offline OP
Member
robertbruce  Offline OP
Member

Joined: Feb 2007
Posts: 146
UK
Thanks for your reply.

I am using A7 and A6 med.

The .x files do import using MED but the characters always face the wrong way.

What I have done is to import .x to MED, save and then import this new mdl file to fragmotion.

Using fragmotion I was able to centre and rotate the model. I then exported back to mdl.

The resulting file was around 10mb which is acceptable.



I do have one more question if you don't mind. I am making a game for an autistic child. He loves scuba diving.

I managed to find a half life model and have attempted tutorials to import using milkshape.



I can import the skeleton but not the mesh or textures. Any help would be appreciated.

Scuba Model

Rob

Re: Viking and Roman Model conversions [Re: robertbruce] #289017
09/10/09 01:45
09/10/09 01:45
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
this is a hl1 mdl right?


3333333333
Re: Viking and Roman Model conversions [Re: Quad] #289020
09/10/09 02:11
09/10/09 02:11
Joined: Nov 2008
Posts: 215
V
vertex Offline
Member
vertex  Offline
Member
V

Joined: Nov 2008
Posts: 215
I suggest a program called Ultimate Uwrap. It is made for texture coordiante application; however, it can import and export so many formats that it makes a good converter for 3DGS. You should get it and experiment with it. It has helped clean up exports from 3D Studio Max for me.

Re: Viking and Roman Model conversions [Re: vertex] #289022
09/10/09 02:14
09/10/09 02:14
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
@robert

about hl models, you should import reference first.(in your model reference is scuba.smd) then import animation sequences and milkshape will ask that if you want to append animation to the mesh.


3333333333
Re: Viking and Roman Model conversions [Re: Quad] #289167
09/11/09 00:30
09/11/09 00:30
Joined: Feb 2007
Posts: 146
UK
robertbruce Offline OP
Member
robertbruce  Offline OP
Member

Joined: Feb 2007
Posts: 146
UK
thanks for your replies.

The Roman models are quite large and keep freezing up my PC when I convert them using MED. Perhaps I will purchase the Unwrap 3D.

Rob

Re: Viking and Roman Model conversions [Re: robertbruce] #290649
09/20/09 14:48
09/20/09 14:48
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
you moved the model from its original position, right? because if you do so without moving the bones aswell, this happens. convert it to points animation and THEN move the model...

yep, was right...
i converted the viking to MDL7 using just MED... took me a few clicks and just a few minutes... works perfectly...
want it? tongue
it just has 100MB because whoever animated this exported ALL animation frames. it now has 1000 animation frames - way too much.
since A7 uses frame interpolation, all the animations could be scaleddown to 6-12 frames, bringing the final model down to, say, 50 frames, thus bringing the filesize down to 5-6mb. but you have to do that yourself...

Last edited by sPlKe; 09/20/09 14:53.
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