-I converted with MS the mesh of 5 Quake3 weapons and all the pick-ups and animated the weapon by myself. They came out pretty much perfect except for the uv map being off a bit.
I ported some Quake2 models (With anims) a while back but I wasn't smart enough to figure out how to fix uv maps at the time :/ I might try it again when I can be bothered to get 3dsmax, quake2 and the right plugins again
-I converted all of UT2k4 animated weapons and can easily fix any psk/psa file with MS by Unmerging and then merging the model with their SmoothingGroups set (mistake that pretty much everyone makes when they convert ut2k4 meshes).
I remember us discussing the Xan2K4 model a while back! I also had all the models/textures/sounds ported at one point but I only sent them to one person iirc and we've both lost it since then
-I have converted and have a very workable version of the DoomPawns to work on UT and will not release it because it isn't mine.
Was this the UT mod that caused a stir when ID sent them a Cease and Desist?
-I can export any vertex mesh (.3d file) from UT to perfection (unlike UModel which messes them all up) by using Unreal 227h patch
yeah there's a Rand(1337); different ways to export models from UT/U1 nowadays
I exported a few DeusEx models a while back but origin/scaling/offsets/whatever were weird as hell.
And no, I'm not really impressed with the model stuff. I can use UnrealFX too.
The process of importing/exporting models and fixing uvmaps requires much more than UnrealFX (And I've never used that either) This is the process I use to port the csweapons:
- Extract .MDL files from the CS .GCF files
- Decompile with milkshape
- Import the reference models into Milkshape
- Import each animation sequence, noting the length of each anim and writing the import code for each animation as I go
- Resize the textures to powers of two (If required) and fix any masking issues that pop up
- Export the whole thing to Unreal.3D and compile using UCC
- Make any origin/scaling adjustments in the .uc if I need to and recompile again
- Repeat this process for the other 51 models. Each model (1st & 3rd person) takes about 20-30 minutes (Taking into account random crashes and other stuff) which is a VERY tedious process (Including imports for every_single_sound and texture)
- Code all 26 weapons
- Rage, realise my code sucks and start coding all over again
Not one single dev in this community does everything from scratch and not use other people's work as base. There is not one thing wrong with releasing partial stuff and allowing others to use it somewhere else.
My first mod (PwnPack..yeah I was 16, don't judge my mod naming system) was all my own code. The new version of CSWeapons used my own code as a base and I got help with features as and when I needed it. A lot of the new features in patch 227, while not a mod, were created from scratch too. I'm not saying there's something wrong with releasing work for others to base their own work on (It's a good thing really!) but I think it's better to work from finished, quality-made mods than half-finished mods.