<div class="IPBDescription">w/ animations too</div> hmm there isint a program that can decompile a quake2 model with its original animations so i can convert it w/o completly redoing the animations is there? milkshape only decompiles the vertexes :/
quake 2 models dont have bones... i dont know a tool that can convert even the animations to hl... maybe you can rig one yourself and then reanimate it.. or transfer the default animations to the default skelleton you have rigged to the model..
quake 2 uses a vertex blending form of animation, much more primative than the skeletal systems used now. basically to animate it you manipulated the model into 'before' and 'after' positions, by moving the actual structure of the model (the vertexes) then the game engine filled in the gaps. the problem with this was that each vertexes position is calculated separately, meaning much more CPU time and the overall effect wasn't as continuous, so the model often warped out of shape. this isn't so bad for organic models, as organics can stretch and bend a little without looking stupid, however with weapon models and statics the effect was quite noticable (the infamous 'swimming' effect - take a look at the idle animations of the q2 hyperblaster to see what i mean)
Skeletal animation is basically the natural progression of this animation technology. the 'before' and 'after' methodology essentially remains the same, but by using bones the animator can define 'groups' of vertexes to move together. Instead of being calculated separately their position is calculated in relation to a common point. (the bone that the vertex is assigned to) by doing this animations are more consistent, and because of the reduced CPU time and simple routines, animation blending became much more viable. the drawback is that unless the animations allow for it, organics can often seem to move in a restricted, mechanical way - mechanical models on the other hand, are much more convincing.
the point? developing a tool to convert vertex blending animations into skeletal animations is possible, (by monitoring the animations and identifying groups of vertexes that consistently move in a common direction) but it would be super messy, and undoubtedly not worth the effort.
Do you want the default models? I think some people converted Q2 to a newer engine, and have redone the default models with skeleton based anims, IMHO. Dunno where to get it, though. Have a look around...
<!--QuoteBegin--Obst & Gemuese+Dec 16 2003, 10:22 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Obst & Gemuese @ Dec 16 2003, 10:22 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Do you want the default models? I think some people converted Q2 to a newer engine, and have redone the default models with skeleton based anims, IMHO. Dunno where to get it, though. Have a look around... <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd--> sulq2 is what your talking about, uses md3 i luv being beta tester for these things ^_^
also i never really messed with q2 models besides skinning. heheh i think im gona try a technique for ez skinning later. make the model, save as a md2 and color in NST directly onto the model and then do deh good work <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo--> dunno if it will work well though, oh well its worth a shot
I think i have a decent idea for the light marine. If your planning to do quake 2 models, why not do the soldier with the riot helmet and visor you face on some of the levels? But, to make him technically accurate to the v_models tsa arms, give him tsa gaunletswith a blue uniform and his armor can be green. Sooo... How was that idea? About the HA, i'll give some ideas later.
[:edit:] <a href='http://www.gamespot.com/pc/action/quake2/screens.html?page=8' target='_blank'>http://www.gamespot.com/pc/action/quake2/s...ens.html?page=8</a> heres a shot of the guy i was talking about.
Umm, i have an off topic question. Is there any quake 2 model viewer that can actually view monsters? I've already tried chmbalums soft's one, but it cant open pak files. So anyone know a good one?
<!--QuoteBegin--2-D+Dec 18 2003, 05:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (2-D @ Dec 18 2003, 05:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I've already tried chmbalums soft's one, but it cant open pak files.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd--> R.O.F.L.! You know what a .pak is? It's an archive. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Look for an unpakker, unpak it and then open it...
Comments
Skeletal animation is basically the natural progression of this animation technology. the 'before' and 'after' methodology essentially remains the same, but by using bones the animator can define 'groups' of vertexes to move together. Instead of being calculated separately their position is calculated in relation to a common point. (the bone that the vertex is assigned to) by doing this animations are more consistent, and because of the reduced CPU time and simple routines, animation blending became much more viable. the drawback is that unless the animations allow for it, organics can often seem to move in a restricted, mechanical way - mechanical models on the other hand, are much more convincing.
the point? developing a tool to convert vertex blending animations into skeletal animations is possible, (by monitoring the animations and identifying groups of vertexes that consistently move in a common direction) but it would be super messy, and undoubtedly not worth the effort.
kaine > me
sulq2 is what your talking about, uses md3
i luv being beta tester for these things ^_^
also i never really messed with q2 models besides skinning. heheh
i think im gona try a technique for ez skinning later. make the model, save as a md2 and color in NST directly onto the model and then do deh good work <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html/emoticons/nerd.gif' border='0' style='vertical-align:middle' alt='nerd.gif'><!--endemo-->
dunno if it will work well though, oh well its worth a shot
[:edit:] <a href='http://www.gamespot.com/pc/action/quake2/screens.html?page=8' target='_blank'>http://www.gamespot.com/pc/action/quake2/s...ens.html?page=8</a> heres a shot of the guy i was talking about.
<!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
R.O.F.L.!
You know what a .pak is? It's an archive. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> Look for an unpakker, unpak it and then open it...
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