LAST UPDATE: 19 October 2003 I'll keep you all informed of my progress by updating this post. In general there is one base model (SKB/SKD), and 1 or more animations (SKA/SKC). The base model file contains all the info like textures and meshes. The animation file contains the positions of the skeleton for each frame of the animation. There is also sometimes a Level of Detail file (LOD), this file contains lower res versions of each model, used so the engine can render less polys the further you are from the model. In Spearhead there are also SLG files, but i'm not sure what information these contain yet. Models are controlled and introduced to the 3D Engine by way of a control file file (TIK). Also the TIK files sometimes reference shaders files (.shader) for there textures, these are used when a texture has one or more special properties, like transparency or rotation (the props on the planes for instance). The TIK files can also create more complex models, by attaching one or more extra models to the base model, for instance the tigertank attaches a turret model. Skeletons are used in not only players, but also vehicles and weapons. This might seem strange, but it's basically so that you can perform animation on the weapons (reloading for example) and also the vehicles (wheels falling off for example). Mohaa modelling system is based on Fakk2 models, SKA's became SKC's and SKB's became SKD's. Model formats used: Fakk2 SKA Version 3 = animation SKB Version 3 = base model CIK control file = binary files, similar to TIK files in Mohaa Moh:AA SKA Version 3 = animation , * there are some in the pk3's but they arent used in any of the tik's. SKC Version 11 = animation (only 14 files) SKC Version 12 = animation (only 1 file, grenade_throw_straight.skc) SKC Version 13 = new animations SKC Version unknown, all in 'newanims/...' - not cracked SKB Version 3 = base model (fakk2 format) SKB Version 4 = base model (used for static models) SKD Version 5 = base model LOD Version ? = level of detail file LOG = ignore this it's just a log file created by the EA modelling utils TIK control file = text file that controls the model and introduces the model to the 3D engine. Moh:SH Spearhead SKC Version 13 = base pose and animation SKC Version 14 = base pose and animation - not cracked SKD Version 5 = base model meshes and skeleton SKD Version 6 = base model meshes and skeleton SLG Version ? = unknown, i've not looked at whats in this file yet LOD Version ? = level of detail file LOG = ignore this it's just a log file created by the EA modelling utils Moh:BT Breakthrough: SKC Version 13 = base pose and animation SKC Version 14 = base pose and animation - not cracked SKD Version 5 = base model meshes SKD Version 6 = base model meshes PLUGINS IN PROGRESS: Milkshape3D SKB importer - statics only, Versions 3 and 4 SKB exporter - statics only, Version umm can't remember SHADER Exporter - auto generated for the SKB export. TIK exporter - auto generated base tik file for SKB export. SKD importer - statics only, Versions 5 and 6 Full exporter, statics, animated, weapons, for Mohaa, Mohsh and Mohbt ! LightRay3D Milkshape 3d Ascii importer. Meshes, Textures, Skeletons and Animations. Ascii exporter. Meshes, Textures, Skeletons and Animations. Ms3d importer, Meshes, Textures, Skeletons and Animations. Ms3d exporter, Meshes, Textures, Skeletons and Animations. Fakk2: SKA Importer, Version 3 - base pose and animations SKB Importer, version 3 - meshes and skeletons Mohaa: Import: SKC Importer, version 13 - base pose and animations SKD Importer, version 5 - meshes and skeletons. SKD Importer, version 6 - meshes and skeletons. Export: SKC Exporter, Version 13 - base pose and animations SKD Exporter, version 5 - meshes and skeletons SKL Exporter, for SKD program SKL...exe Spearhead: SKD Version 5 - meshes and skeleton SKD version 6 - meshes and skeleton SKC Version 13 - base pose and animation SKC version 14 - not done yet ! Breakthrough: SKC Version 13 - base pose and animations SKC Version 14 - not done yet ! SKD Version 5 - meshes and skeletons SKD Version 6 - meshes and skeletons
Lightray can now import Milkshape 3D ascii models, including the meshes, textures and skeletons ... just got to sort out the animations.
Animations are coming along really well ... not least because the author of LightRay3D (aka LR3D) is giving me a load of help what a guy
Animations are coming along really well ... not least because the author of LightRay3D (aka LR3D) is giving me a load of help what a guy See attached AVI of the Diablo Animation
Modeler hey scorpio midget... wuz up? Now ur probably sayin "who the hell is he?"???...well i no sputnik... u no the moderator... well he wanted me to show you some of my modeling pics... heres one
DAMN god scorpio can u be any slower at replyin??? lol so yea i no its small but milk cant resize image so ill try hang on k give me 2 minutes
Ok i was a little slower this time Sig looks good if a little large What you mean milk can't resize ? if your doing a screen shot then right click the viewport and choose maximize and zoom in. Or do same and then right click -> screenshot.
V1 of export from LR3D to M3D is working, currently does meshes and textures. Working on Skeleton, that will just leave the anims. Once i've got this working, i'll be starting the mohaa exporters
Got a new importer for LR3D working today. It ca now import the MS3D binary files (.ms3d file extension). But the good news for ya is, that i've just started to code the Mohaa SKC/SKD exporter Also i'm hosting forums for LR3D, link will be added to the LR3D web site soon. And a new version of LR3d (V1.3.2) will be out sometime this week, the author has included several new features that we sent him (our wish list), and fixed some bugs etc etc ... going to be a great when we get our hands on it.
Making good progress on the new SKD and SKC exporter for LR3D. Have completed the code that loads the structures, so just need to write the code to dump out the data into the relevant files. Then it's test time !, see if MohRadiant will load a SKD. If that works, i'll proceed to trying a SKD in Mohaa. Can't do anymore tonight as i'm off to get pissed !, if the hangover isn't too bad i'll have a bash at some testing tomorrow. But for sure, sometime next week i'll be testing exported SKD's.
question... Scorpio, Thank you for putting so much time and energy into all this. You are better than Santa Claus I'm a little confused though - I apologize... Are you working on an importer/exporters that will allow us to import and export MoHAA models w/bones from MoHAA, to Milkshape, to Lightray, and back finally back into MoHAA. Did I add an extra step? Like "moh2002", I am planning on introducing an entirely new weapon model and sound into the game. The existing stg44 .tik should be sufficient for what I'm doing. Will this be possible once you've finsished the coding and testing on the importer/exporters? Thanks, Terd Squirter
You can already create new weapons for Mohaa using the Milk SKB exporter .. BUT 1. There is no animation for it. 2. There is no 1st Person View for the model. When i get the SKD+SKC exporter working (from inside LR3D) you should be able to create, weapons, vehicles, players etc etc, with animations. Time will tell.
Wow this has been a long project mate, you've got great determination. Well done on what you've accomplished so far. Bye
MILKSHAPE V2 ???MOHAA??? I have your mohaa plug in for milkshape 3d 1.65 and the skds don't load correctly. It says that the textures are too much for the program and I need to wait for the v2 of milkshape. Why? I get a seriously screwed up model and no texture. Am I doing something wrong o' great one?:doh: