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Elite Force MDR Format


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#41 TiM

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Posted 09 May 2009 - 09:08 AM

Ooooh there we go! :D

Yeah exporting baked radiosity from Texporter is epic fail. But thankfully there's a feature in MAX called Render to Texture.

So yeah, this is what I was trying to do lol. :P

Wow... wouldn't EF look a lot more awesome if we went back and redid all of the models with ambient occlusion shading... XD

-TiM

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  • mdr_radiosity.jpg


#42 GSIO01

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Posted 09 May 2009 - 10:10 AM

Looks very good.

Yeah Render to Texture is the best way to export textures for models in MAX.
I always use it ... I never liked Texporter.

#43 TiM

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Posted 11 May 2009 - 03:57 PM

Hehe thanks. :)

Aww, I dunno. If you want a reeeeally quick, dirty rough export of the UV maps, then I prefer Texporter. I used that plugin for every single mesh I made for RPG-X. XD

One thing it definitely has over Render to Texture is the ability to custom-pick texture resolutions easily.

Either way.... I'm wondering if there's a way to tweak the settings so the ambient occlusion is a little bit bigger/darker. I don't know a thing about it hehe. :P

#44 Scooter

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Posted 13 May 2009 - 03:04 AM

This is awesome.

Are you able to fix the bug in MD3View?

#45 TiM

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Posted 14 May 2009 - 03:39 PM

Hehe yeah... I'm hoping later on, there may be a way to re-use the original source assets that Raven used (ie the body ASK models and/or the animation XSI files)... at the moment, this will only let us make our own models from scratch (But given how low-res the EF models are, this may be a good thing. :P )

Yeah, should be easy. Just gotta find both strings and make sure they're forcibly set to lower case for that string compare function.

#46 MDave

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Posted 16 May 2009 - 04:28 PM

Woah I missed all this progress! Great work, I guess it's nearly there now? :D

#47 TiM

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Posted 03 June 2009 - 07:42 AM

Bah, sorry for the late reply.

Yeah, pretty soon. :)

There are a few glitches I have to work out still.. mainly to do with the MAX SKL export script not parsing surface names properly. T_T

#48 MDave

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Posted 10 June 2009 - 07:54 AM

Ah no worries :D

You can repay me by releasing a beta of what you have or something, haha :D

I'm finshing up with my project soon, so I'll repay the favor back ;)

Note: Don't have to take this post seriously, but I don't mind if you do :P

#49 MDave

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Posted 05 September 2009 - 07:56 PM

Please don't let this work go to waste! At least release what you have so others can try to pick up where you left off! :) We've released a public beta of ZEQ2Lite by the way: Here .

#50 TiM

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Posted 06 September 2009 - 09:01 AM

It's not forgotten lol! XD

I have an epic deadline due this week, and then I'm free again! ^_^

Haha hmm, I can probably post up a beta version of it now tho...

-TiM

#51 MDave

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Posted 07 September 2009 - 09:07 PM

Great to hear! I just realised ... I can get to work already, as long as your skl2mdr is already finished! Since there's plugin exporter's for the SKL format (my biggest hurdle) on Gongo's site for the max versions I can use! Still, for anyone that wants to use a Max version higher then 8, they're going to need your masterpiece maxscript :)

#52 TiM

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Posted 21 December 2009 - 12:50 PM

Whew! I think at the moment, MAXscript is rated at the very top of my 'anally retentive programming languages' list. XD

I finally discovered the bug that was breaking it... you can't have void return statements in MAXscript, they have to return something... like a boolean.

So there... I think the skl exporter script is finished. :D

Now I'll have to see about getting this bad boy released. XD

#53 Alex H

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Posted 21 December 2009 - 12:58 PM

Is this the first step to making all the models EF2 poly level?

Brex.png

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#54 TiM

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Posted 21 December 2009 - 01:19 PM

Ahaha, technically yes I guess. It means that people can actually make their own MDR models from scratch as opposed to using Raven's assets.

EF2 also has the added benefit of dynamically deformable skeletons as well, so this alone probably won't totally match the quality (Will still need seams along the waist and neck.)

#55 Alex H

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Posted 21 December 2009 - 01:54 PM

Ah well it's better than nothing :)
(I still don't get all this stuff to do with the actual modding though :P)

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#56 R'sera

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Posted 22 December 2009 - 01:55 AM

I was experimenting with the alternate ways to pin-the-tail-on-the-caitian and I couldn't animate properly when the tail is attached to the lower or upper body mdr files. It looked fine in milkshape but the skeleton structure wants to bend the tail with either the hand or foot motions. Has anyone made a different skeleton or a possible fix to that so that I can disconnect the tail motion from the head.md3 model for a better look?

#57 TiM

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Posted 22 December 2009 - 02:06 AM

Hmm, not sure if this is the right thread for that. The MDR exporter will require you to make your own animations for it... you can't use the original EF body animations for it at all. :(

#58 R'sera

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Posted 22 December 2009 - 02:57 PM

I sorta concluded that from trial and error :( Is there a manual for making said animations? Where would you be releasing your the exporter to? (just curious)

#59 TiM

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Posted 22 December 2009 - 03:10 PM

Uhhh, this is the manual I've been using. XD

http://www.amazon.co...61494549&sr=8-2

Releasing it to the UberGames site and probably EFFiles of course. :) Trying to get everything together now.

#60 R'sera

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Posted 23 December 2009 - 03:36 AM

Awesome! That's one for the wish list :)



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