Would anyone be able to convert this model of Doctor Who's TARDIS for me?
http://files.drdteam.org/index.php/file ... rdis-m.zip
I *think* that it is in 3DS Max format but I need it in a format that can be read by Milkshape (MD3 would be nice, but not essential).
I don't know how good the model is. It looked OK from the preview screenshots that I saw but it might be rubbish on closer examination.
[Request] Model conversion
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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Enjay
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Nash
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Re: [Request] Model conversion
http://files.drdteam.org/index.php/file ... rdis-m.zip
Not sure if this is usable to you, though. It weighs in more than 5000 polys. Such a model can be created with far less polys if created from scratch. I also didn't check if the UV mapping converted properly.
Not sure if this is usable to you, though. It weighs in more than 5000 polys. Such a model can be created with far less polys if created from scratch. I also didn't check if the UV mapping converted properly.
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Enjay
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Re: [Request] Model conversion
Thanks very much. It is a little complex I guess but I'll configure the skin for it and try it in a map. I think that it should be OK for what I need. Thanks again.
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Nash
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Re: [Request] Model conversion
Yeah that's quite a number of parts in there. Shouldn't be a problem though since nowadays GZDoom supports multiple surfaces per model.
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NeuralStunner
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Re: [Request] Model conversion
Isn't there a sort of command-line program to optimize the model (reduce triangle count)?
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Enjay
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Re: [Request] Model conversion
There are some routines in Milkshape that may do it but, looking at how the triangles are used in this model, I don't think it will make much difference (if any).
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Nash
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Re: [Request] Model conversion
Even the poly reduction tools found in commercial software like 3ds Max don't really do a good job at optimizing game meshes... nothing beats good old fashioned proper polygonal modeling.
Plus, as I've said earlier; judging byt he model, I know I can easily achieve an almost identical construct with a lot less triangles if I model it from scratch.
Plus, as I've said earlier; judging byt he model, I know I can easily achieve an almost identical construct with a lot less triangles if I model it from scratch.
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Enjay
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Re: [Request] Model conversion
Yeah, when it comes down to it, it's a pretty simple shape. I don't see why the model is that complicated. And, actually, it doesn't look that great in game despite its relative complexity as there are quite a few shoddy bits of skin mapping and so on. I'll maybe have a go at making one myself once a problem with my arm clears up and I can start using my PC for more creative endeavours again.