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- README.TXT for IDUTIL3D.ZIP - Beta 0.3
-
- Versions of idutils texmake and modelgen that take
- 3dstudio .3ds files or Alias .tri files as input.
-
- Author : Alan Blaine (pinkdogg@cgsd.com) & id Software
- Date : 31 jul 1996
-
- Note:
- (a) The software is supplied free of charge.
- (b) The software is experimental and not guaranteed
- to work in your particular setup.
-
- 1. Description
- 2. Files
- 3. Installation Instructions
- 4. Working with QuakeME
- 5. Credits
- 6. Technical Issues
- 7. Known Bugs and Limitiations
- 8. History
-
-
-
- 1. Description
-
- Allows importing of 3dstudio models and Alias models into Quake by way
- of idutils texmake and modelgen, which id Software distributed the source to.
- Just use in the normal manner. Also, check out ids qcc release for the .qc files.
- You will need these to replace anything but static objects, like armor or weapons
- in the game.
-
- 2. Files
-
- texmake.exe put in path
- modelgen.exe put in path
- palette.lbm put this in dir with meshes
- sphere.mdl sample file
- tori.mdl sample file w/animation
- tori.qc included on popular demand
- player.qc good ex. of a robust .qc file - from id
- readme.txt this file
-
- 3. Installation Instructions
-
- Put em where you like. Make sure palette.lbm is in the same dir as the .3ds
-
-
- 4. Working with idutils texmake and modelgen
-
- Dont have time to write QuakeModeling Manifesto right now. The basic concepts
- are in a document published by Aftershock(which is no more), written by
- Steve Tietze of Rogue Entertainment - http://www.gamers.org/~rogue.
-
- Until I have a) the registered version of Quake - shipping tomorrow
- b) some time to experiment with these more
- c) fixed many bugs
- - I will not write the Manifesto.
- Maybe someday.
-
- 5. Credits
-
- idSoftware - great game, great utils
- Steve Tietze - inspiration and instruction
-
- 6. Technical Issues
- For a 3ds file:
- Keep it low polygon - I have imported 288 triangle meshes with 251 frames
- with the tools
- Keep a solitary object in the files - the reader looks for the first
- object by index.
-
- Changes to id Software code:
- Did a lot of this - including using Windows memory allocation functions
- rather than generic C functions. There are a few changes in the
- code that are basically hacks so the code compiles successfully.
- Not sure what effect this has, but the models are turning out OK.
- If there are any other programmers out there who have munged
- through the idutils code - send me some email. I want to compare
- notes.
-
- 7. Known Bugs and Limitations
-
- Seems to work fine, except for :
-
- Haven't found a program that reads output from texmake except for
- modelgen. This could be a problem with ids .lbms. Seems to
- in the way it declares the pixel size of the file. Could somebody
- try opening a texmake-generated lbm in Deluxe Paint?
-
-
-
- 8. History
-
- 31 jul 1996 Version 0.3 Beta
-
- Fixed more memory problems. Were causing crash at some arbitrary number
- of frames, depending on mesh size. Now able to import 251 frames without
- crashing. There still are problems above this, but it will give plenty of
- leeway to artists until I correct the problem.
-
- Fixed on-the-fly mesh type determination in texmake.
-
- 23 jul 1996 Version 0.2 Beta
-
- Fixed vertex ordering problem, and file-access errors. Replaced Alias
- loading code. Progs should load correct type on the fly.
-
- Changed all of the existing generic C memory and file access code to
- Windows code.
-
- 21 jul 1996 Version 0.1 SBeta
-
- Initial release.
-
-