Taking Models From Ut2k3
Lazer
Join Date: 2003-03-11 Member: 14406Members, Contributor, Constellation, NS2 Playtester
<div class="IPBDescription">How is it done?</div> I'm working on my own little personal mod that I want to be pure deathmatch. I'm trying to code in a few cool guns and although I have it coded I don't have a model for my lightning gun. As a temp right now I wanna take the one from UT2K3. I load the mesh up in Unreal Ed, add it to the level and export it. All goes well, but I can't seem to save the texture, or slap it onto the model for that matter. How would I get the texture from the .utx file into say, photoshop? Also, how would I export the model while saving the UV coordinates?
I saw it done with the duster...
I saw it done with the duster...
Comments
i'm still trying to figure out how to get the model filrs rom 2K3
The problem is, how would I get the skin back on the model? Max never seems to be able to export it without losing the UV coordinates, and I don't know how to apply a .bmp as a skin in max...
Does have some kewl weapons tho... The plasma cannon might make a decent nade launcher replacement...
So what you gotta do is export the model as a .obj file, then find an obj2max plugin (there are a lot around). Import it into max, recenter the model, then export it as a 3ds. Load that in milkshape and apply the skin texture. (resize it to 512x512 so it works in hl, since ut2k3 used 1024x1024)
I doubt the fact that he converted it since it doesn't look like the real Duster really, and shouldn't it be that way if he converted it?
I doubt the fact that he converted it since it doesn't look like the real Duster really, and shouldn't it be that way if he converted it? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
no, Birdhouse made it originally and Duo converted it for NS.
Thanks.
Anyway, I used the p/w model and just changed the origin for use as a v model in the hl engine. How I would rip the v models from ut2k3 though, I don't know.