Displaying comments in order of: [Rank] - Date
Page 1 of 35, comments 1 - 10 (out of 349 total).
#6 from I Come in Pieces
Rich Whitehouse
October 16, 2009 at 6:46 pm (CST)
You don't need a tutorial if your goal is to actually mod AVALANCHE. The AVALANCHE SDK already includes the tool and batches to build RDM files from popular formats (including Quake 3 BSP's and Valve SMD files). It also includes numerous models weighted to the AVALANCHE base rig in .max and .smd formats.
Import the SMD of choice from the SDK into your favorite model editor, make your model, weight it to the rig from the SMD, re-export to SMD, modify the batch file in the AVALANCHE SDK (or just save over the .SMD in the SDK if you're afraid of text editors), and viola. You have your new player model.
#7 from I Come in Pieces
gregoRayne
October 16, 2009 at 11:50 pm (CST)
oh wow what was i thinkin lol i was going about that all wrong! thanks rich!
#9 from I Come in Pieces
iron_war_lord
October 20, 2009 at 8:05 am (CST)
Hey Rich
Great game btw. I have finished it and it's quite amazingly well done, but short. I then downloaded the SDK thinking that maybe I could create my own levels, but the q3map2.exe doesn't do anything, when I launch it, it shows a console window (C++ console) and then does nothing after that. Am I missing something else, it comes with no errors too. It just won't start.
Thanks
#11 from I Come in Pieces
iron_war_lord
October 21, 2009 at 2:56 am (CST)
Ah, ok, I think I found my problem, it requires a command line to run it. I assumed it was a GUI Map Editor, but it's a converter? So, I make .map files with an external editor, and the converter converts it into .bsp? Isn't the native format for AVALANCHE .rcm (R-Cube Map?). Sorry, so many questions. Wish the SDK came with some sort of n00b documentation lolz.
I'm so silly, I read the SDK docs again and found how to run the editor. What does q3map2.exe do then?
Thanks
#12 from I Come in Pieces
Rich Whitehouse
October 21, 2009 at 3:21 am (CST)
The SDK actually does document the whole process pretty decently. It's easier for you to look at the existing .bat files that are set up to invoke q3map2 and mesh2rdm to compile from a Quake3 .map file. The process is basically:
1) Set up gtkradiant (or another Q3 map editor) to make maps for Quake 3.
2) Make your map, using AVALANCHE textures. Some AVALANCHE textures in Quake 3 format (with Quake 3 shaders) are provided in the SDK for a starting point.
3) Follow the existing .bat examples to compile your .map to .bsp with q3map2, and then turn the .bsp into .rdm with mesh2rdm.
4) Set up an object in an .rco file for the new rdm, make an .rcm with the in-engine developer mode editor and place the new RCO entry. Example assets with this already done are in samples/Sample Mod/mod_sdksample, so you can just use that instead of trying to figure out how to use the in-game editor if you want.
From there, if you want to do anything interesting with your map, you'll have to actually get into the in-engine editor (this is also fully documented in the SDK documentation) and get into using R-Script (which, also, is fully documented in the SDK).
#5 from I Come in Pieces
gregoRayne
October 16, 2009 at 5:54 pm (CST)
ok i know rich is trying to stay away from mesh2rdm... so could anyone plz make a tutorial on step by step when using different file formats? i do alot of things with blender and ive used alot of different game making engines so i basically understand but the mesh2rdm is a different story... and i know lots of ppl are not good at using dos... hence younger ppl havent used dos and im just saying maybe this could help out alot with this game.... it could be a huge hit if ppl could figure out how to mod there own characters when co-oping.... idk just a suggestion
#25 from New Releases
Rich Whitehouse
March 27, 2010 at 1:56 am (CST)
I just meant a forum where people play games in general. I don't really know any to recommend. Maybe like gamefaqs or something. I'm the worst person to ask. But AVALANCHE doesn't have any connection to any kind of master server, it's one of those oldschool "Hey what's your IP" arrangements.
Also, Pesmontis. It's probably rude to continue blatantly ignoring people, but I'm trying fairly hard to stick to my "I don't support mesh2rdm" policy. I continually fail at that, which prompts more mesh2rdm questions. Just like this probably will. But anyway, there's no way to do what you're asking as of the current version of mesh2rdm. I'll probably add COLLADA export support some day, which supports every data type under the sun, and would allow such things as vertex colors + vertex weights + skeletons + midgets (and donkeys) all in one file. I have no estimate for when that might happen, or guarantees that it actually ever will happen, though.
I would like to beef up the export support in general. It's not a hard thing to do, but it's just one of those things that's not very fun. I suppose if someone wrote a RDM import tool for Max that would also solve it, since RDM, like COLLADA, supports every data type in the world. But I don't expect anyone would ever want to do that. And if they did, I've never written any actual file specs, so I'd probably throw my monstrous parser code at them and go "well, go by this", and then they'd cry.
#13 from I'll Swizzle Your Face
Rich Whitehouse
January 10, 2010 at 1:24 pm (CST)
Well, the blinking eyes and shining swords are two different things. The eyes are referencing different pixels in a single GIM, and things like scrolling/pulsing effects are done with materials. I did notice a chunk that I thought might give information on the offsets for the eyes texture (rather than being referenced by UV's, it seems possible that they are uploaded as a small rect over the corresponding texture page during runtime). I haven't looked into that and really have no plans to, though.
#24 from New Releases
nodomion
March 24, 2010 at 8:34 pm (CST)
well if any i'm hosting one under nodomion
#8 from I Come in Pieces
Rich Whitehouse
October 17, 2009 at 12:38 am (CST)
Sure, no problem. Let me know if you end up making anything, I'd be interested in taking a look.
Comment Pages:
[1] 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 ... Next