jwjranger@Posted: Sun Oct 05, 2008 11:24 am :
I've looked around and couldn't find any, so, my question is: Does anyone know of a tutorial for makeing custom animations in GMAX. Also, if that's possible. I'm an ex Halo CE modder and I know it could be done in that.

Anyway, This is my first post in a long time =D

Any help appreciated.



der_ton@Posted: Sun Oct 05, 2008 8:29 pm :
Brain Trepaning has one, look for the one called "Changing Monster Meshes in Doom 3 with GMAX" on this page:
http://www.trepaning.com/d3Vids/d3Vids.htm



jwjranger@Posted: Sun Oct 05, 2008 11:00 pm :
Thanks =D But does it have anything to do with animateing them?



der_ton@Posted: Sun Oct 05, 2008 11:43 pm :
Well, apart from the export to md5anim, animating is not Doom3-specific, so any tutorial about that on the web or in the gmax help will do. And on Brain's page are other tutorials for 3dsmax which is very similar to GMax.



Brain Trepaning@Posted: Sun Oct 05, 2008 11:56 pm :
@ jwjranger : Not meaning to be rude but, well, you know.

Here, have some pie...

Image



jwjranger@Posted: Mon Oct 06, 2008 3:49 am :
Thanks for the pie! =D

So, how can I load models such as a zombie into GMAX to make a new animation for it?



Brain Trepaning@Posted: Mon Oct 06, 2008 6:26 am :
Undoubtedly, the best way to accomplish the task at hand is through the generous use of creative problem solving combined with due diligence! Serve it up warm with a side of ice cream, o yes, please!



jwjranger@Posted: Mon Oct 06, 2008 7:01 am :
I see, while looking through the p4k files I couldn't find the models of the characters. Any idea where they are?



der_ton@Posted: Mon Oct 06, 2008 7:59 am :
For Doom3, they are in pak002.pk4.



jwjranger@Posted: Mon Oct 06, 2008 8:21 am :
I looked in their and all of the files are .tga's and correct me if i'm wrong, but arn't those images. That are also used as bitmaps? Would they work?



rich_is_bored@Posted: Mon Oct 06, 2008 8:39 am :
To answer all your file format questions...

http://www.modwiki.net/wiki/File_formats

And before you get into the habit of trying to memorize what PK4s contain what assets, extract all the PK4s to a standalone directory like "C:\Doom3Assets". It will take up a few GBs of hard drive space but it's worth it since you can perform searches on the resulting directory to find what you're looking for.



der_ton@Posted: Mon Oct 06, 2008 8:59 am :
jwjranger wrote:
I looked in their and all of the files are .tga's
You didn't look in the obvious subfolder. There is one called "md5" in there that contains the md5mesh and md5anim files. But rich's hint is the best way to go if you have the hd space.



jwjranger@Posted: Tue Oct 07, 2008 11:34 am :
I tried to open the md5anim file in GMAX and couldn't. I'm looking for some sort of convertor but so far havn't found any. Any clues onto what to try next? Or am I out of options?

PS: Sorry for the late reply. But I just got back from some stuff.



6th Venom@Posted: Tue Oct 07, 2008 12:32 pm :
Look at the der_ton's signature link. :wink:



der_ton@Posted: Tue Oct 07, 2008 12:39 pm :
Isn't this mentioned in Brain's video tutorial? I wrote an importer for 3dsmax that also works for GMax: viewtopic.php?t=3229
For exporting from gmax to md5 after you modified the meshes or animations, there is Berserker's exporter: viewtopic.php?t=4618
If you have any trouble using these, please look through those threads first, chances are that the potential pitfalls are already explained there or in other threads on this subforum.



simulation@Posted: Tue Oct 07, 2008 12:46 pm :
rich_is_bored wrote:
To answer all your file format questions...

http://www.modwiki.net/wiki/File_formats

And before you get into the habit of trying to memorize what PK4s contain what assets, extract all the PK4s to a standalone directory like "C:\Doom3Assets". It will take up a few GBs of hard drive space but it's worth it since you can perform searches on the resulting directory to find what you're looking for.


I made lists of everything a while back:

http://www.the-emz.com/tutorials/pk4/assets/
http://www.the-emz.com/tutorials/pk4/decls/



rich_is_bored@Posted: Tue Oct 07, 2008 1:11 pm :
Fair enough.

There's also a way to search the contents of all the PK4s using 7zip at the command prompt.

Code:
7z t *.pk4 *.md5mesh -r


In the example above, this would tell you the relative locations of all *.md5meshes in each PK4.

In fact, if you pipe the output into a file you can update that list of yours really easily.



simulation@Posted: Tue Oct 07, 2008 1:30 pm :
rich_is_bored wrote:
Fair enough.

There's also a way to search the contents of all the PK4s using 7zip at the command prompt.

Code:
7z t *.pk4 *.md5mesh -r


In the example above, this would tell you the relative locations of all *.md5meshes in each PK4.

In fact, if you pipe the output into a file you can update that list of yours really easily.

Neat idea.

I think I made that list using a simple DIR listing of the unpacked PK4s.

The decl listing was more interesting to create; I wrote a simple SDK extension to enumerate the decls and save them as html. I think ETQW has something like that built in for wiki generation.



jwjranger@Posted: Sun Oct 05, 2008 11:24 am :
I've looked around and couldn't find any, so, my question is: Does anyone know of a tutorial for makeing custom animations in GMAX. Also, if that's possible. I'm an ex Halo CE modder and I know it could be done in that.

Anyway, This is my first post in a long time =D

Any help appreciated.



der_ton@Posted: Sun Oct 05, 2008 8:29 pm :
Brain Trepaning has one, look for the one called "Changing Monster Meshes in Doom 3 with GMAX" on this page:
http://www.trepaning.com/d3Vids/d3Vids.htm



jwjranger@Posted: Sun Oct 05, 2008 11:00 pm :
Thanks =D But does it have anything to do with animateing them?



der_ton@Posted: Sun Oct 05, 2008 11:43 pm :
Well, apart from the export to md5anim, animating is not Doom3-specific, so any tutorial about that on the web or in the gmax help will do. And on Brain's page are other tutorials for 3dsmax which is very similar to GMax.



Brain Trepaning@Posted: Sun Oct 05, 2008 11:56 pm :
@ jwjranger : Not meaning to be rude but, well, you know.

Here, have some pie...

Image



jwjranger@Posted: Mon Oct 06, 2008 3:49 am :
Thanks for the pie! =D

So, how can I load models such as a zombie into GMAX to make a new animation for it?



Brain Trepaning@Posted: Mon Oct 06, 2008 6:26 am :
Undoubtedly, the best way to accomplish the task at hand is through the generous use of creative problem solving combined with due diligence! Serve it up warm with a side of ice cream, o yes, please!



jwjranger@Posted: Mon Oct 06, 2008 7:01 am :
I see, while looking through the p4k files I couldn't find the models of the characters. Any idea where they are?



der_ton@Posted: Mon Oct 06, 2008 7:59 am :
For Doom3, they are in pak002.pk4.



jwjranger@Posted: Mon Oct 06, 2008 8:21 am :
I looked in their and all of the files are .tga's and correct me if i'm wrong, but arn't those images. That are also used as bitmaps? Would they work?



rich_is_bored@Posted: Mon Oct 06, 2008 8:39 am :
To answer all your file format questions...

http://www.modwiki.net/wiki/File_formats

And before you get into the habit of trying to memorize what PK4s contain what assets, extract all the PK4s to a standalone directory like "C:\Doom3Assets". It will take up a few GBs of hard drive space but it's worth it since you can perform searches on the resulting directory to find what you're looking for.



der_ton@Posted: Mon Oct 06, 2008 8:59 am :
jwjranger wrote:
I looked in their and all of the files are .tga's
You didn't look in the obvious subfolder. There is one called "md5" in there that contains the md5mesh and md5anim files. But rich's hint is the best way to go if you have the hd space.



jwjranger@Posted: Tue Oct 07, 2008 11:34 am :
I tried to open the md5anim file in GMAX and couldn't. I'm looking for some sort of convertor but so far havn't found any. Any clues onto what to try next? Or am I out of options?

PS: Sorry for the late reply. But I just got back from some stuff.



6th Venom@Posted: Tue Oct 07, 2008 12:32 pm :
Look at the der_ton's signature link. :wink:



der_ton@Posted: Tue Oct 07, 2008 12:39 pm :
Isn't this mentioned in Brain's video tutorial? I wrote an importer for 3dsmax that also works for GMax: viewtopic.php?t=3229
For exporting from gmax to md5 after you modified the meshes or animations, there is Berserker's exporter: viewtopic.php?t=4618
If you have any trouble using these, please look through those threads first, chances are that the potential pitfalls are already explained there or in other threads on this subforum.



simulation@Posted: Tue Oct 07, 2008 12:46 pm :
rich_is_bored wrote:
To answer all your file format questions...

http://www.modwiki.net/wiki/File_formats

And before you get into the habit of trying to memorize what PK4s contain what assets, extract all the PK4s to a standalone directory like "C:\Doom3Assets". It will take up a few GBs of hard drive space but it's worth it since you can perform searches on the resulting directory to find what you're looking for.


I made lists of everything a while back:

http://www.the-emz.com/tutorials/pk4/assets/
http://www.the-emz.com/tutorials/pk4/decls/



rich_is_bored@Posted: Tue Oct 07, 2008 1:11 pm :
Fair enough.

There's also a way to search the contents of all the PK4s using 7zip at the command prompt.

Code:
7z t *.pk4 *.md5mesh -r


In the example above, this would tell you the relative locations of all *.md5meshes in each PK4.

In fact, if you pipe the output into a file you can update that list of yours really easily.



simulation@Posted: Tue Oct 07, 2008 1:30 pm :
rich_is_bored wrote:
Fair enough.

There's also a way to search the contents of all the PK4s using 7zip at the command prompt.

Code:
7z t *.pk4 *.md5mesh -r


In the example above, this would tell you the relative locations of all *.md5meshes in each PK4.

In fact, if you pipe the output into a file you can update that list of yours really easily.

Neat idea.

I think I made that list using a simple DIR listing of the unpacked PK4s.

The decl listing was more interesting to create; I wrote a simple SDK extension to enumerate the decls and save them as html. I think ETQW has something like that built in for wiki generation.