General > User modifications
Hi, few questions about modding Ufo:AI
Kahvipannu84:
I was just testing the ice to the moddability of this game, I just made couple textures a bit sharper and bigger for the player characters. I was playing the stable 2.3.1, and now I tryed out 2.5 dev one, and noticed they have been improved already. I have to say, 2.5 is huge improvement to 2.3, specially in visuals department, I simply love the light-effects and sounds, awesome job.
About modelling, the anim file works great, and skeleton and all bones are intact. MS can open MD2-files too, but few things troubles me. I opened basic soldiers MD2 file, and I noticed it didn't have skeleton, groups, or bone assignments at all, how does this engine work with them?
Are they suposed to be in MD2 file with the model, are they assigned some other way, or maybe they disappear when opening the file in MS? I checked the link H-HOUR provided, but couldn't find details on this matter, or maybe I just missed the info?
H-Hour:
Our game engine does not support skeletel animations. All animations must be rendered out in the MD2/3 file. The frames of the MD2/3 file are then matched to particular animations through a text .anm file. The skeleton is only useful in that you can apply it in Milkshape 3D and, once rigged, generate the animations.
The important thing to check is that the skeleton file for Milkshape 3D includes animations for all of this under List of needed animations for a character. If there are any missing, you will need to add them to the skeleton.
I hope we will have proper support for skeletons in the future, but I don't think it will happen soon.
Kahvipannu84:
That explains it, thanks for clarification. I'll see what I can come up with.
Kahvipannu84:
Ok, I think I have figured most things out, there is just one thing I can't seem to figure out.
When I try to export ms3d file (with animations, and such intact) to md2 one, I get error "no md2.qc file found.". This is where all the anims and skins info is stored, right? But I have no idea how that should look like, and where to add that in the model before extracting it to md2, in model's comment, or..?
Thanks again if you can help with this.
H-Hour:
I found this which might be a way to avoid the error, but I'm not sure if it will solve the problem. We don't use .qc files and our anims are stored in the .md2 file. We use a .anm file to specify which frames match which animations.
I'm hoping mattn or someone who knows more about the tech side can shed some light on this.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version