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khali   Posted 10th Mar 2006 11:52pm
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Post 18 / 58

Is it possible to convert a model from Q3A, or UT2k3/4, etc, to MP2? I know I'd have to hunt down and credit the person who made the model, but I want a female player model with long hair, instead of short. I might make the hair attached to the head bone. Lol. Simply because it'd be long, and I could make it a male player model, then make a new player.h and write change some of the anims (dodges, shoot dodges, sounds, etc) without the female bones, and thus have a female character that can use katas without all the ugly pony tail chicks.
   
Aztec   Posted 11th Mar 2006 12:01am
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Post 40 / 137

The simple answer is yes, you will need to just rig the model to one of the MP2 skeletons
   
goober   Posted 11th Mar 2006 12:36am
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Post 2459 / 265

The hair would also need to be re-rigged by itself to work right.
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khali   Posted 11th Mar 2006 12:55am
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Post 19 / 58

So how do I rig it? Or do they have similar skeleton names by default? Also do Q3A models have the working eyes and mouths or nah?
   
Aztec   Posted 11th Mar 2006 1:30am
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Post 41 / 137

Well you have to physically rig the model to the skeleton using either milkshape or prefrably 3dmax. The MP2 skeletons are simple 3dmax bipeds but you will need to rig them as they simply won't work without it.

Not sure about the quake 3 models though, i'd say they don't have animated eyes and mouth. I could be wrong on that but I don't think they do.
   
JimmyCognitti   Posted 11th Mar 2006 3:53am
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Post 92 / 400

I'm not sure if the original Quake 3 models have any facial animations, but there are other games that use the Quake 3 engine and do have facial animations (eg: Jedi Kinght 2: Jedi Outcast, Star Trek: Elite Force, Medal of Honor Allied Assault,Return to Castle Wolfenstein, etc...)

Personally, I'd love to see this Jedi Knight 2 model converted to Max Payne 2:



Here's the link for that model (in case you're interested in it):
http://jediknight2.filefront.com/file/Indiana_Jones;7778

Hey, catch me later, I'll buy you a beer.    Modified Mar 11th, 04:02am by JimmyCognitti
khali   Posted 11th Mar 2006 4:26am
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Post 20 / 58

I'm trying to convert a Half-Life model but it's a nightmare. I got an error for "spine2", one of the bones. Is EVERY bone gonna give me an error that's not in the skin text file? There's a bone per finger.
   



MAXPAYNE4664   Posted 11th Mar 2006 4:27am
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Post 349 / 1251

INDIANA JONES!!!!
60% of the time, it works every time - Brian Fantana    
Aztec   Posted 11th Mar 2006 4:35am
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Post 42 / 137

Quoting khali
I'm trying to convert a Half-Life model but it's a nightmare. I got an error for "spine2", one of the bones. Is EVERY bone gonna give me an error that's not in the skin text file? There's a bone per finger.


What exactly are you doing? Explain in a little more detail and i'll tell you what your doing wrong.
   
khali   Posted 11th Mar 2006 5:18am
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Post 21 / 58

Well there was spine2-4, finger 1-22 etc. I have it down to the standards, bip01 Hand, bip01 forearm, etc.

So basicly the ONLY bones lefts are the ones in the skin text file, that and bone01 and bone02 (which are mouth bones). What do I call these?
   
Aztec   Posted 11th Mar 2006 5:59pm
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Post 43 / 137

Quoting khali
Well there was spine2-4, finger 1-22 etc. I have it down to the standards, bip01 Hand, bip01 forearm, etc.

So basicly the ONLY bones lefts are the ones in the skin text file, that and bone01 and bone02 (which are mouth bones). What do I call these?


I'll refer you to my character tutorial http://www.fps-files.net/streetfighter/charactert.html(on my new site that isn't quite finished yet) this takes you through the process of importing the model, rigging it and coding it in.

I believe your actually just editing the skin/skeleton txt file which is incorrect. Have you got the kf2 and skd file of the model? If you don't thats where your going wrong. You need to rig the model and export it in these two formats then it will work ingame without editing any of the bones etc etc.
   
khali   Posted 11th Mar 2006 11:16pm
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Post 22 / 58

That doesn't help, well it does and it doesn't. You see, I'm using MS3D to export, I exported as KFS/SKD, then renamed the KF2 in hope it would work. It didn't of course, which I figured.

But here, the model had 2 textures, a body texture and head texture right, now if I export from MS3D to 3DS, I lose all the bones.

...Reading over your tut I realise none of this is really required, but my god this is gonna take a long time. -.- Thanks.

[Edit]
Also HOW do you get the Remedy Tools to work? I installed it but I can't find the UI. =/

[Edit2]
Here's a cap for ya.
This was the wrong post. Check "Got the katas to work".
   Modified Mar 12th, 12:22am by khali
Aztec   Posted 12th Mar 2006 12:11am
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Post 45 / 137

Quoting khali
That doesn't help, well it does and it doesn't. You see, I'm using MS3D to export, I exported as KFS/SKD, then renamed the KF2 in hope it would work. It didn't of course, which I figured.

But here, the model had 2 textures, a body texture and head texture right, now if I export from MS3D to 3DS, I lose all the bones.

...Reading over your tut I realise none of this is really required, but my god this is gonna take a long time. -.- Thanks.

[Edit]
Also HOW do you get the Remedy Tools to work? I installed it but I can't find the UI. =/

[Edit2]
Here's a cap for ya.


Ok the kfs format is the format used for mp1 not mp2. Simply renaming the kfs file to kf2 will not work for one main reason, they use two totally different skeletons. Do you have the latest version of milkshape? if you have then it should be able to export the proper kf2 and skd file.

One part of the tutorial that does still apply is the wieghting of vertices, regardless of whether 3dmax is used or milkshape it still needs to be done. Do you have 3dmax? Trust me the whole process will be simpler and better if you use that instead of milkshape. The tutorial itself doesn't take long, the only part that can take a while is the weighting of vertices. This is a required step in almost every game. Head over to 3drealms and you'll find out how to get the tools working. I've explained it so many times there so you should be able to find info about it there!

I personally don't use milkshape so i'm not used to its interface, so you'll have to read a few milkshape tutorials. If you use 3dmax5.1 I can help you with the process, exporting and implementing the pixel shaders.
   
khali   Posted 12th Mar 2006 12:21am
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Post 24 / 58

I really wanna get away from Milkshape, it's a terrible modeling application. IMO anyway. Thanks though, I'll go check right now.
   
Aztec   Posted 12th Mar 2006 1:26am
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Post 46 / 137

Np, a new character will be better than the usual max IMO anyways.
   
khali   Posted 12th Mar 2006 1:47am
L4Y Member
Post 25 / 58

I'm having nothing but troubles here. -.- If I link the model would you consider positioning it for me? Then I'll vertex it. =/

[EDIT]
Kay, I managed to reposition, scale and get the model working with Milkshape 1.7.7a. GG?
I compile, place in game, and the model is screwed.

She runs like a retard (atleast it's working though, no deformations) and her arms are EVERYWHERE!!!?QERFIHSAYEF! OMGZ!

Anyway. I'm wondering if it's the fact the skeleton is HUGE and the model is so small. Thanks.
   Modified Mar 12th, 09:08pm by khali
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