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[Vintage ZEQ2] Super Buu

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Zeth The Admin View user's profile Send private message

Reply with quote Saturday, September 25, 2010

This thread is part of a series of threads that will focus on giving very old (2003-2004) vintage ZEQ2 content to the public for editing, enhancement, animating, exporting to ZEQ2-lite, and any degree of use inbetween in their own creations (provided derivative works are accredited).

The character models provided will very likely not be rigged (some not textured) or animated so they are far from snappable into ZEQ2-lite but with some elbow grease can easily make a debut.

Best of luck and happy modding!

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Date      : April 4, 2004
Style     : 3rd generation
Triangles : 2354
Author[s] : Model   - Majin Dave (MDave)
            Texture - Majin Dave (MDave).


Zaneo View user's profile Send private message

Reply with quote Saturday, September 25, 2010

yeah, more vintage stuff! by the way why didn't you add these to zeq2lite?

Shenku RiO Incarnate View user's profile Send private message

Reply with quote Saturday, September 25, 2010

Zaneo wrote : yeah, more vintage stuff! by the way why didn't you add these to zeq2lite?



Probably because most of them weren't finished...?

Zeth The Admin View user's profile Send private message

Reply with quote Saturday, September 25, 2010

First off, you have to realize the age on these things. Some are almost 6-7 years old now! ZEQ2-lite (while derived from the Quake 3 version of ZEQ2) has changed structure and format quite a bit since then. So even if they were exported on the build back then, they'd need to be re-exported to match the current codebase.

Most of the case is that majority of the models simply aren't either rigged, textured, animated, tagged, or all of the above.

Malek View user's profile Send private message

Reply with quote Thursday, September 30, 2010

I used extra assets of Goku on this Buu and animations works perfectly for him, what to do next ?
he's rigged skinned and animated Smile

Zeth The Admin View user's profile Send private message

Reply with quote Thursday, September 30, 2010

I used extra assets of Goku on this Buu and animations works perfectly for him, what to do next ?


He needs to be separated into 3 pieces (if he's not already), have tags added (tag_head, tag_torso, tag_floor, and tag_weapon at MINIMUM), and then it's just a matter of exporting each part into an md3 file (head.md3, upper.md3, lower.md3).

AnTycrisT RocksTar View user's profile Send private message

Reply with quote Thursday, September 30, 2010

Malek wrote : I used extra assets of Goku on this Buu and animations works perfectly for him, what to do next ?
he's rigged skinned and animated Smile



put the character ingame (add tags, put a animation code and put the script...)

emi_a_96 View user's profile Send private message

Reply with quote Thursday, September 30, 2010

I used extra assets of Goku on this Buu and animations works perfectly for him, what to do next ?
he's rigged skinned and animated



hey malek shall release him? Very Happy Very Happy

Malek View user's profile Send private message

Reply with quote Friday, October 01, 2010

he's already separated into three parts : head,body,lower but I need to know what's tag,tag_weapon and tag_floor (what are tags anyway ?) sorry I'm using 3ds max 2010 so I'm new to it... Embarassed

Zeth The Admin View user's profile Send private message

Reply with quote Friday, October 01, 2010

3dsmax 2010 MD3 Exporter

Try importing tags from one of the other models to help get you started (Shenku mentioned that some of the Vintage models included tags). Essentially, a tag SHOULD just be a single lone triangle named appropriately (tag_head, tag_torso, etc.) and attached to a bone (so that it moves as the character does).

Malek View user's profile Send private message

Reply with quote Friday, October 01, 2010

Thank you , it helped a lot , but still I can't edit animations... Sad I've checked the figure mode its turned off on the biped

Malek View user's profile Send private message

Reply with quote Friday, October 01, 2010

Sorry for double post but:
He is separated into 3 pieces has tags added tag_head, tag_torso, tag_floor, tag_weapon , tag_left, tag_right.
what to do now ? Razz

Zaneo View user's profile Send private message

Reply with quote Friday, October 01, 2010

Zeth wrote : 3dsmax 2010 MD3 Exporter

Try importing tags from one of the other models to help get you started (Shenku mentioned that some of the Vintage models included tags). Essentially, a tag SHOULD just be a single lone triangle named appropriately (tag_head, tag_torso, etc.) and attached to a bone (so that it moves as the character does).



thanks Smile I have been looking for an exporter!

but where do you put the .DLE file?

Dokumas Jamaicabronx View user's profile Send private message

Reply with quote Friday, October 01, 2010

Good job malek

Malek View user's profile Send private message

Reply with quote Saturday, October 02, 2010

Zaneo wrote :

Zeth wrote : 3dsmax 2010 MD3 Exporter

Try importing tags from one of the other models to help get you started (Shenku mentioned that some of the Vintage models included tags). Essentially, a tag SHOULD just be a single lone triangle named appropriately (tag_head, tag_torso, etc.) and attached to a bone (so that it moves as the character does).



thanks Smile I have been looking for an exporter!

but where do you put the .DLE file?


Put the .DLE file in plugins folder
Then when I finish the work I select head for example and try exporting selection it gives me tags and frames thing , even if I pass it it says UV map may contains error
Dokumas: thanks I hope I'll make a good work with this

Malek View user's profile Send private message

Reply with quote Sunday, October 03, 2010

After so much work, this is the stuff I get Sad
I will work on Vegeta cell saga

medoxas View user's profile Send private message

Reply with quote Sunday, October 03, 2010

How do you get him in game?! Very Happy

Malek View user's profile Send private message

Reply with quote Saturday, October 16, 2010

I didn't gave up at all:
I fixed my problem but comes another but its better:

disappointing...The model and textures ingame looks perfect but I still can't fix this and when he becomes invisible at some frames...

Djosama View user's profile Send private message

Reply with quote Friday, November 12, 2010

I like how you do those insane a$$ models Zeth!

Keep it up

TheXenon View user's profile Send private message

Reply with quote Friday, November 12, 2010

Djosama wrote : I like how you do those insane a$$ models Zeth!

Keep it up



MDave did it not Zeth.

Djosama View user's profile Send private message

Reply with quote Friday, November 12, 2010

I know now. I always thought Zeth was creating those vintage models.[I fail to pay attention to important text] sadly I found that out after I posted that.

Zeth The Admin View user's profile Send private message

Reply with quote Saturday, November 13, 2010

Either your texture blend mode is set weird in the shader, you have an alpha channel in your texture for some reason, or you have your normals reversed/flipped on the model/torso.

Malek View user's profile Send private message

Reply with quote Saturday, November 13, 2010

For some strange reason, it didn't happen for any other vintage, maybe its was already like that in the max file ? I already found that Bip01 Head wasn't attached to the head model, but that was easy to fix that, thanks for pointing that out Smile

Buksna Blaizing View user's profile Send private message

Reply with quote Sunday, November 14, 2010

From what I see polygons are flipped

Select that part that shows in game strange/reversed with polygon mode and press FLIP and everything should be fine Wink

medoxas View user's profile Send private message

Reply with quote Monday, November 15, 2010

^^

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