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MDX Format

11-04-2002, 06:05 AM#46
Guest
A vertex is influenced by bones.
I can't find weight for each of bones.
Is there anyone that finds them?
11-06-2002, 08:34 AM#47
KMK
Each vertex is influenced by a group. This group can contain 1 or more bones. Since I can't find any weighting my guess is that each bone has the same influence as any other in the group.
11-06-2002, 10:06 PM#48
kdub
KMK as soon as you get animations working we will have the starcraft mod released in about 3 weeks. Warcraft modding needs a jolt and I really think animations would get more people back in it. We have several models with skins ready to go, they are just stiff as boards.
11-13-2002, 11:40 PM#49
Arch_Angel
this might sound pretty anoying but do u guys have anything about animations? ive put my mod in hybernation becuz it takes a long time before i can see my work ingame.

do u guys know of another engine thats suitable for 3d RTS games?
ive looked around on the net but most engines are ment for FPS or can be coded wich i dont know anything about.

greetz and keep it up,
Arch_Angel
12-11-2002, 08:51 PM#50
Guest
I need help.

What chunk(s) tells how MTLS or TEXS belong to which GEOS?

MTLS has TextureID, but where is reference to GEOS?
12-13-2002, 04:41 AM#51
Guest
Um, ok. Let's try another one:

How do BONEs related to GEOS VRTXs??

Is anybody out there?
12-14-2002, 05:01 AM#52
Guest
Hey, where's another Warcraft bulletin board I can go that is active?

This one seems dead.
12-31-2002, 03:27 AM#53
Gambit
hey KMK or anyone can u help me out? im lookin for Yobguls mdx->mdl File Converter but i can't seem to find it or anything like it anywhere.....thnx in advances
01-08-2003, 01:01 AM#54
SCVirus
SEND HIM A PM hes not on much anymore.
01-16-2003, 06:07 AM#55
Spideykid
Can anybody tell me how the Vertex Group is determined and what is it used for?
Also what the heck is the matrices is used for and how is it determined.

Thanks
03-14-2003, 08:40 PM#56
Guest
hello, i have question regarding the (nice) mdx-documentation:

BONE
long nbytes;
struct {
struct {
OBJ bobjs[naobs];
long GeosetAnimID;
long GeosetID; (96:multiple(0x00010000))
} bones[nbons];
} gbones[ngbns];


where do i get the counts ngbns,nbons and naobs from ?

thanx.
03-14-2003, 08:48 PM#57
kdub
hey blunted if you are writing a mdx exporter i would be glad to help you. i wrote one for milkshape but it obviously cant have many features. i suggest you export to the ascii version of the mdx format (*.mdl) because unless you are planning on adding every single feature (and there are a lot) then they needed to be converter to the ascii format for editing anyway. come by irc and ill help you out. #wc3campaigns on irc.irc-chat.net
03-14-2003, 11:00 PM#58
Guest
yep i want to write an mdx exporter, but first the importer :) it will be for an open source 3d editor which is downloadable from my website. it currently lets you import/export quake3-md3-format and i want to add mdx support. yep ive red about yobguls mdx-mdl exporter but the executable doesnt works in my warcraft3 folder (error dlg: number 667 not found in dlll "war3.exe"). ive also red that there is sourcecode of this converter available in the net but didnt found it :( .
so help is appreciated :) sorry never used irc, i have an irc-client here (mozilla) but dont know how to configure..
05-02-2003, 02:53 AM#59
Guest
Where can I get the document on the MDX file specs compiled so far? I'd like to mess around with editting them with other softwares.
06-16-2003, 04:02 PM#60
Guest
Where can I find the MDX file specification so far?

Thx