Anim8or and Thief: Deadly Shadows... - by Sluggs
Sluggs on 14/3/2006 at 18:08
Will i be able to convert all my models to use in T3 or am i stuffed? I don't own 3DS Max and i love Anim8or so!
I've done searches on this and i've read that you need 3DS Max 5.1 IIRC. If this is true, why? This setback is seriously putting me off making T3 FM's. I don't want to have to stick with all the original models. :weird: Do tell me that i'm wrong!
ascottk on 14/3/2006 at 18:17
For AI you need the ActorX plugin for Maya or 3ds Max. Milkshape seems to work fairly well for animations but there's still issues with skeletal meshes.
For static meshes you DO need Max 5.1 for the moment. Anim8or does not have any formats compatible with t3.
Ziemanskye on 14/3/2006 at 18:35
Or put another way - t3 doesn't have any formats that are compatible with anything useful.
Sluggs on 14/3/2006 at 18:45
That sucks balls! :laff: I might have a copy of a demo of 3DS Max, on one of my numerous PC coverdiscs, i'm not sure but i'll bet it's not 5.1 and besides, it'll probably have export disabled! If i had that, i could at least make them in Anim8or, export them to .3ds, load them into 3DS Max 5.1 then export them again from there. It'll be alot of hassle tho'! :p Is anyone like ShadowSpawn, NamelessVoice working on a way round this?
Is this the same for Unreal 2, or is it just T3?
Rantako on 14/3/2006 at 19:05
Shadowspawn is working on a 3ds -> Tim converter (.tim is T3's format), but I don't know how far along it is.
Ziemanskye on 14/3/2006 at 19:26
In general, UnrealEngine2 is much friendlier - if you can export/convert to *.ase you can import smeshes, and there are quite a lot of variants on ActorX you could get for characters and animations.
If you want to learn them, there's even free versions of both Maya and Softimage to use with it (though they don't import/export to much, what with being free versions).
UnrealEngine2 is what's under the hood of Unreal 2, UnrealTournament 2k3/4, and modified (but about as friendly) in Tribes Vengeance and SWAT4, as well as a whole load of other things....
Gods that sounded so much like a sales pitch.:rolleyes:
Nielsen74 on 16/3/2006 at 08:35
Quote Posted by Rantako
Shadowspawn is working on a 3ds -> Tim converter (.tim is T3's format), but I don't know how far along it is.
Any body know how fare this is, are we talking a month or year her, and on a reletade note how detailed can the object´s be (i recon High poly is ok?)
Shadowspawn on 16/3/2006 at 18:34
It's probably a few months away yet. Lots of problems with exactly WHAT is in a TIM file. And I don't have as much time as I used to for working on these problems.
Ziemanskye on 16/3/2006 at 19:37
Uh, I think someone discovered there's a limit of 10,000 polys (triangles? probably) per static mesh a while back.