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Forum: All Forums : Star Trek Voyager: Elite Force
Category: Star Trek Voyager: Elite Force MOD Support
Mapping, modeling, scripting, etc. questions, comments and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: To map, or to skin?
Mychael Z~rb
General Member
Since: Dec 23, 2006
Posts: 70
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Tuesday, Jun. 25, 2002 06:20 pm
Using the tutorial from Machinima.com, I feel like I'm getting a pretty good grasp of Milkshape.  Although I've not yet finished the tutorial, I've found that I'm already becoming torn between mapping and modelling/skinning.  Even though creating all-new models, skinning them, and animating them (along with whatever else needs to be done) looks like it could very well be a lot more work than mapping, I feel like I've accomplished more in six hours of learning Milkshape than I accomplished in a week of learning efRadiant; so far, modelling just seems to interest me more than mapping.

Anyway, the reason for this post is that I'm wondering what kind of information I need to know about modelling/skinning/animating for EF.  The tutorial I'm using seems to do a good job explaining how to export to Quake III Arena, but so far, being the n00b that I am, I have no idea how far removed EF is from Q3A.  Are the file types/extensions the same (or similar)?  Do the animations need to be in the same sequence?  Do both games use the same number of frames for the animations?  What else might I need to know that I haven't even mentioned?

I'm not necessarily asking or expecting someone to hold my hand and walk me through this; as with efRadiant, I'm just looking for someone to point me in the right direction.

Thanks!
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Mychael Z~rb
General Member
Since: Dec 23, 2006
Posts: 70
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 26, 2002 12:41 am
:s29: <=== bump (bump, bump, bump)
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Mr. Greg~rb
General Member
Since: Dec 23, 2006
Posts: 4960
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 26, 2002 12:48 am
Listen power newbie:

#1:  Don't create more than 1 thread a day

#2: Bumping = Thread Closure

Hehe...now I can call people newbies without being penalized  :s10:

Oh ya:

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Mychael Z~rb
General Member
Since: Dec 23, 2006
Posts: 70
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 26, 2002 12:52 am
Quote (Mr. Greg @ June 25 2002, 7:48 pm)
Listen power newbie:

#1:  Don't create more than 1 thread a day

#2: Bumping = Thread Closure

#1 -- Okay

#2 -- Gotcha

Question, though?  Is there an FAQ somewhere, or are we just supposed to acquire these "rules" out of thin air?
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synchromesh~rb
General Member
Since: Dec 23, 2006
Posts: 304
Last: Dec 23, 2006
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Level 5
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 26, 2002 01:10 am
Well for a serious answer the community really needs good skinners and modellers......There just arent enough........

Well there is for me cus im lucky :):)
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Mychael Z~rb
General Member
Since: Dec 23, 2006
Posts: 70
Last: Dec 23, 2006
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Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 26, 2002 01:19 am
Well, modelling and skinning (especially modelling) is what I'm leaning toward, but if the only answers I'm going to get when I ask for a nudge in the right direction are responses like Mr. Greg's ("Listen power newbie"... and goes on to berate me), I begin to wonder if I should even bother with EF, or if I should just make my girlfriend happy by making models/skins for The Sims.
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Mr. Greg~rb
General Member
Since: Dec 23, 2006
Posts: 4960
Last: Dec 23, 2006
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Level 9
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 26, 2002 02:24 am
Quote (Mychael Z @ June 25 2002, 8:19 pm)
responses like Mr. Greg's ("Listen power newbie"... and goes on to berate me)

Hehehehehehehehhe....

Look under your avatar (Which is a dead link btw) and you'll see you're a power newbie   :s10:

It's nothing personal, we just like to tease newcomers  :s10:

And plus, more future games will be based on the architecture of the Q3 engine than any Sims engine, for sure...
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wolf359~rb
General Member
Since: Dec 23, 2006
Posts: 2023
Last: Dec 23, 2006
[view latest posts]
Level 8
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 26, 2002 07:15 am
IIRC we decided on the old boards that crushing newbies was not allowed!

you MAY start more then one thread a day, just don't spam
you may NOT bump

back to your questions.
as synchro said the community is very short of modellers/skinners so your help in this area would be most welcome. your best bet for assistance/information would be to contact toonloon.he should be able to point you towards some tutorials.
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RMS Oceanic~rb
General Member
Since: Dec 23, 2006
Posts: 54
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 26, 2002 09:13 am
Models in Q3A are easily converted to EF. It simply involves putting some of the files in a different folder, and changing the icon format. However, Q3 weapons are different than EF weapons, so a Q3 model will hold EF weapons strangely, the only way to get around this is altering the weapon_tags of the model, and that I don't know how to do.
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Mychael Z~rb
General Member
Since: Dec 23, 2006
Posts: 70
Last: Dec 23, 2006
[view latest posts]
Level 3
Category: Star Trek Voyager: Elite Force MOD Support
Posted: Wednesday, Jun. 26, 2002 12:38 pm
Quote (Mr. Greg @ June 25 2002, 9:24 pm)
<snip> Look under your avatar (Which is a dead link btw) <snip>

Avatar comes up fine for me...  Is my avatar dead for anyone else?  Oh, and I didn't take offense at "power newbie," because I have no problem with that status.  It was the MANNER in which you addressed me that pi§§ed me off ("Listen...").

As to models holding weapons differently, I'm not really interested in converting models, but in creating my own, so I'd like to know how to name and arrange everything directly, rather than export Q3 style and then convert.

Anyway, I'd been thinking about just contacting toonloon directly anyway, so perhaps I'll just go that route.
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