I did some searching - Can some one point me to some good modelling tutorials. I want the all around make a basic model start to finish.
i want to understand what are the difference from static model, script model, .map model, any others?
what and how of skc , skd.
basic model tik and shader and whatever else is needed.
thx
modelling tuts?
Moderator: Moderators
well i can tell you the difference between models, as for a tut; can't help you.
Static models are for detail and effect. For instance, radios, shelves, furniture, and stuff like that are static. they shouldn't move or serve a huge purpose, but should provide some sort of atmosphere or cover.
Script model is the same sort of thing, but serves a purpose. machinery, moving parts, and complex things that can't be well-defined by brushes should be script models. If you make a brush equivalent, it should be a script_object
.map models? I heard you could make collisions with .map files named after your model (like static_halftrack.tik would check for a collision net in static_halftrack.map). Never tried it though.
There's a host of other things that are more self-explanitory, playerweapon, vehicle, ai, things like that.
good luck on finding a tut.
Static models are for detail and effect. For instance, radios, shelves, furniture, and stuff like that are static. they shouldn't move or serve a huge purpose, but should provide some sort of atmosphere or cover.
Script model is the same sort of thing, but serves a purpose. machinery, moving parts, and complex things that can't be well-defined by brushes should be script models. If you make a brush equivalent, it should be a script_object
.map models? I heard you could make collisions with .map files named after your model (like static_halftrack.tik would check for a collision net in static_halftrack.map). Never tried it though.
There's a host of other things that are more self-explanitory, playerweapon, vehicle, ai, things like that.
good luck on finding a tut.
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Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
You want everything right away why not make a model first then we can get you through the steps to get it into the game . The other things not mentioned by lizardkid are
skd or sdb -> models
skc -> animation
Milkshape can only make skb files also know as fakk2 skb format and they can only be static models I belive . Lightray 3d can export skd models and animations as well as import them but you need a registered copy to do that . There is a format called skl and a converter called skl_2_skx.exe that will convert files in skl format to mohaa or spearhead model with animation but not sure if milkshape can create them I know lr3d can and I don't know what other programs can make them . There are plugins for 3dmax 3 or 4 if you can even find them not sure what format they export maybe it is the skl files but don't think you can find those versions anyway . I use gmax to make models , I export them either with the quake .mdl plugin or a max script that can export in obj format . I do all animations and exporting to mohaa from lr3d . In my opinion lr3d is a must have for mohaa models . We are hopeing that mohA will have a model converter for us that can be used in any 3d program or can convert a format we can make . In the mean time download this simple tutorial for milkshape that will show you how to get a model into the game
Milkshape tutorial
skd or sdb -> models
skc -> animation
Milkshape can only make skb files also know as fakk2 skb format and they can only be static models I belive . Lightray 3d can export skd models and animations as well as import them but you need a registered copy to do that . There is a format called skl and a converter called skl_2_skx.exe that will convert files in skl format to mohaa or spearhead model with animation but not sure if milkshape can create them I know lr3d can and I don't know what other programs can make them . There are plugins for 3dmax 3 or 4 if you can even find them not sure what format they export maybe it is the skl files but don't think you can find those versions anyway . I use gmax to make models , I export them either with the quake .mdl plugin or a max script that can export in obj format . I do all animations and exporting to mohaa from lr3d . In my opinion lr3d is a must have for mohaa models . We are hopeing that mohA will have a model converter for us that can be used in any 3d program or can convert a format we can make . In the mean time download this simple tutorial for milkshape that will show you how to get a model into the game
Milkshape tutorial

