File: BFPQ3_Tools_Readme.txt
For more info or tutorials please check www.rodneyolmos.com or email [email protected]
This are provided "as is" I'm not responsible for anything that it may cause to your computer, not that it will, but have to say that just in case =).
The same bfpq3.bip
will allow you to export to either quake3 or bidforpower, but you will need to use either animationq3.cfg
for quake3 and animationbfp.cfg
for bidforpower.
Files Included in this Zip:
BFPQ3_Tools_Readme.txt
: the file you are reading now (last modified: 23/05/2002 2:06)BFPQ3-tagimporter.max
: max file that has tags needed for the quake3 engine and bidforpower (last modified: 16/05/2002 17:14)BFPQ3.bip
: contains animation segments for the characters (last modified: 17/05/2002 8:42)animationBFP.cfg
: contains theanimation.cfg
you need to use under bidforpower (last modified: 17/05/2002 8:29)animationq3.cfg
: contains theanimation.cfg
you need to use under quake3 (last modified: 13/10/2001 8:35)
- You will need 3dstudio max
- Character Studio
- Md3 exporter
- You will need to know how to create pk3 files
- Additional tools that you will need would be an md3 exporter for max to be able to export geometry out of max into the quake3 engine. You could find this at www.polycount.com under their resources section. The one I use is the Pop n Plugz md3 exporter, you can also find this at my website
This assumes that you've got some understanding of 3dsmax and character Studio, and that you know how to export md3's out of 3dstudio max (if not please go to www.polycount.com for some resources and tutorials or hopefully soon I will have some tutorials made at my site) this also assumes that you already have physique assigned to your character,and that all that it needs, is the bip animation file and the tags.
- Inside of 3dsmax open the character you been working on.
- Set the Time frame to 20 frames a sec. (you can right click on the litle key where the play button is at)
- Merge the
BFPQ3-tagimporter.max
file into your scene. (under pulldown menu file/merge) - Align the
tag_*
objects to their correct spots (use the move tool i wouldn't rotate them) - Link the tags to the bip model not! the geometry
- link
tag_head
to your head - link
tag_eyes
to your head - link
tag_left
to your left wrist - link
tag_right
to your right wrist - link
tag_weapon
to your right wrist - link
tag_torso
to your pelvis - leave
tag_floor
alone for now the tags already contain animations which will make the torso animate positioned correctly.
- link
- select one of your bip models (arm,leg,head,et) and load the
bipq3.bip
file into your biped model. (this is located on your motion panel) - go to frame 475 and adjust your tag_weapon, so that quake3 knows what the alignment of it is. (reference for weapon:based on its local pivot, z is up, x is forward and y should aim to the left of the character)
- Also at frame 475 move the tag_floor object to the bottom sole of your character's feet.
- thats it! you are ready to export.
Make sure that you have "In place mode" turned on under your character studio bip settings.
- Use the animation set of
animationq3.cfg
- put the
animactionq3.cfg
into yourmodels/players/yourcharacter/
folder and rename it toanimation.cfg
- inside the
animation.cfg
you will be able to change some segments of animation to other ones.
example: change the jump animation from "1 leg up" to "2 rolls forward" by copy pasting, like this
354 3 0 20 // LEGS_JUMP (1 leg up) <----paste here on top of it
//alternative jumps forward
//354 3 0 20 // LEGS_JUMP (1 leg up)
//358 15 0 20 // LEGS_JUMP (2 rolls forward) <----copy this
^-----------------from here---------------to here-------------------^
Result:
358 15 0 20 // LEGS_JUMP (2 rolls forward)
//alternative jumps forward
//354 3 0 20 // LEGS_JUMP (1 leg up)
//358 15 0 20 // LEGS_JUMP (2 rolls forward)
- same as above but use
animationbfp.cfg
- for some of the attacks you might need to copy paste more segments of animations.
example:
575 4 0 20 // TORSO_ATTACK14_PREPARE (controlled sphere attack) <-you need this
579 9 0 40 // TORSO_ATTACK14_STRIKE <-and this
If you want to add more attack animations to your character, you will need to add more animations to the end of the bip file, make sure that you don't rotate the pelvis because it will cause the characte to aim somewhere else or lean to the side.
Make sure you save your bip file b4 closing max, and last add your new attacks to the animation.cfg
list
You can use notepad or wordpad to see the *.cfg files