Moderator: Joe Kari
steve wrote:Thanks for the reply's chaps.
Aye, I was in the same boat as far as getting most of my models into games is concerned, open up the game model file/decompile it and replace the original weapon mesh with my own.
The issue with doing this is with the current king of quake3 animated model formats - MD3. It uses... I think the term is morph targets? To animate a model, rather then the super duper skeletal animation system. Because of this it is nigh on impossible to simply open up a model and replace the weapon mesh (unless I had the time to manually replace the mesh and rotate/manipulate it for EVERY SINGLE FRAME).
If I had access to the original bipeds/animations for the current weapons (model editor files containing skeletal animations before morph target/md3 export) I could hack this into it.
On another topic entirely - I've nearly added another exporter to the toolchain for the md4 (an ioquake3 supported skeletal format) for the low-poly modeler Milkshape3D. This should allow EASY PEASY creation of this awesome skeletal animation format.