Re: q2m question

[ Follow Ups ] [ Post Followup ] [ Quake2 Modelling Studio WWWboard ]

Posted by Elmek on April 20, 1998 at 18:13:43:

In Reply to: Re: q2m question posted by NovaStrike on April 20, 1998 at 17:21:13:

If you send me $40 then i can send you my mapping
porting script I just finished for Max2 :) (joke)

I wrote a little novelty script for max2 this
weekend that will read the skinmeshes saved by
Q2M and translate it to UV cords on your model,
this lets you among other things get textured
md2 models in other words. Lets you to
some extent export md2 models to max.

It can also export UV mapping to a .ASC file
that Q2M then can read. Tried it on a sphere with
a nice shperical mapping and it worked like a
charm :) There is also a special work process that
could be used to completly do the mapping in max2
but i would not recommend it :) Its a big hazzle
and q2m and nst does the job better then max.
Still if you use max2 and q2m then the script is
a good way of getting a base mapping done right
from the start...or so i think anyway. Thats the
reason i wrote it.

Being a simple script then ofcours it has lots and
lots of restrictions and prolly wont work good for
everyone...but it might work of some...

I sent it over to q2pmp to get them to post it there
but it seems as if they are very bizzy so it will
take some time. If you cant wait then just email
me and ill send it over to you.

PS. I still think Martin should write that plugin
make my life much easyer to


: :
: : : Is there a way to detatch verticies or faces in
: : : quake2 modeller? I want to detatch the arms
: : : and legs of my model so I can setup the skin easier.

: : Nope, there is no way to detach faces in the modeller. Its something that really should have been there, but this has been rectified, and will be in the new version.

: : Now, if the detaching of faces is only for skinning, there is no need to detach faces in the 3D part.

: : Whenever you get the skin mesh from the 3d editor, it detaches the related faces in the Skin View.

: : My method: Just select the biggest bit of the model (in face mode), and push ']' to select connected faces. Now get the front and back of this int he skin editor, and scale then and fair bit smaller than your skin size. Then select you arms, and repeat the front/back getting, and then do the same for the legs. Now turn Sync Skin Selection on in the options, and make face mode be in both the 3d and skin view. Now whenever you select a face in the skin editor, it will be selected in the 3deditor, so that will make your selecting a fair bit easier.

: : After everything is segmented the way you like, and in the Skin Editor, its just a matter of selecting and moving and rotating and scaling and so on and so forth.

: : I use a slighty faster method now, with all the coolio new options and shit in the new Q2Modeller, which will be out shortly! I hope. :)

: : The Q2modeller web page will be moving shortly to, to coincide with the new version coming out. So stay tuned!

: : Hopefully helpful,
: : Phillip Martin

: : :
: : : NovaStrike

: Thanks for the response. You should put in
: a shortcut for select none :).

: Also have you thought of writing a plugin or
: script for your skin tool in q2m for 3dsmax?
: I would pay 40-60$ just for that tool if it
: worked in max. If it worked with uvw mapping
: in max similar to the unwrap or texporter plugin
: your skin tool would rock. The process of
: mapping and texturing an orgranic model in max would incrase in speed by 100% for me :)

Follow Ups:

Post a Followup




Optional Link URL:
Link Title:
Optional Image URL:

[ Follow Ups ] [ Post Followup ] [ Quake2 Modelling Studio WWWboard ]