Exporting From Milkshape to Kingpin by Syl^cs. |
Player Models: First you must have your model with either 1 skin assigned to the whole, or 1 per head, torso, and legs. Its good to have 1 24 bit tga copy for Kingpin and 1 8bit pcx copy for q2mdl use. Then it must be animated to the animation scale located here in my q2-kp tutorial. Then you must create the md2.qc file needed by milkshape to specify the frame names, skin name/size (not important), and place it in your model export directory. Heres my example: (dont use this as it may be off a frame or 2 ;-) // Sample MD2 config $modelname models/model.md2 // Not important for kp $origin 0.0 0.0 0.0 // Ditto // skins $skinwidth 256 // Change these 2 line respective to your skin size $skinheight 256 // Note that kingpin Cannot handle 512x512 $skin skin.pcx // skin name (not used for kp player models) $skin pain.pcx // pain skin name (ditto) // sequences $sequence tgun_rdy 1 33 $sequence tgun_shoot 34 37 $sequence tg_bird 38 47 $sequence tg_crch_grab 48 63 $sequence tg_chin_flip 64 78 $sequence 1pstl_rdy 79 101 $sequence p_std_shoot 102 105 $sequence walk_gdown 106 115 $sequence walk_tg_sht 116 125 $sequence run_tg_sht 126 131 $sequence rsd_tg_run 132 137 $sequence lsd_tg_run 138 143 $sequence p_walk_sht 144 153 $sequence p_run_shoot 154 159 $sequence p_rside_run 160 165 $sequence p_lside_run 166 171 $sequence melee_rdy 172 190 $sequence melee1 191 197 $sequence melee2 198 203 $sequence run_melee 204 209 $sequence run_guns_dn 210 215 $sequence jump 216 222 $sequence clmb_loop 223 231 $sequence death1 232 250 $sequence death2 251 266 $sequence death3 267 294 $sequence death4 295 307 $sequence tg_crch_rdy 308 334 $sequence crouch_shoot 335 340 $sequence crouch_walk 341 345 $sequence 1p_crch_rdy 346 363 $sequence p_crch_sht 364 368 $sequence p_crch_walk 369 374 $sequence crouch_death 375 386 or you could just put $sequence anim 1 386 instead of all that lol Save it in your model directory! Next if your model is in 3 pieces delete 2 of the pieces and export the remaining to your model export directory as md2.(for kp it should be kingpin/main/players/male_modelname) or (kingpin/main/players/female_modelname) for female models. Then do it again for the other 2 pieces, naming them head,body, and legs respectivly. Then copy your textures there, naming them head_001.tga, body_001.tga, and legs_001.tga, keeping the naming convention for additional skins 002,003 etc. Now we must convert the md2's to Kingpin mdx format. You can either use the kpdata.exe program that comes with the kpsdk (available at here) or with TiCals md2-mdx converter. (the latter being much quicker) ___________________________________________________________________________________________ Map Objects: For this you must have both Milkshape 3D and Quake 2 Modeller. First make a directory in your kingpin folder for the model. ex main/models/props/mymodel/, then copy the 24 bit tga copy of the skin there.Then in milkshape open your model and add one joint. Assign all vertices to this one joint on the joints tab ( select all vertices, then click assign in the joints tab) Then export the model as md2 to the directory you created, ignoring the error about no qc file. Then open the model in quake 2 modeler, goto skins and open the pcx version of the skin to assure the skin mapping doesnt change. Then goto export -> md2 and export again to your directory, then when the second window comes up where it asks for the pcx skin location goto your model directory and type in the full tga name of the texture (ex skin.tga) This is how kingpin knows where to look for the skin, not a neccasary step for player models. And thats it! Good luck and as always email me if you find and heinous errors or your have any comments ;-) Syl^cs ___________________________________________________________________________________________ If you have any questions, concerns, or points to add that may make this tutorial better please feel free to email it to me at : sylacs@telefraggednot.com |