Latest News on Mohaa Model Plugins

Discussion in 'Modeling & Skinning' started by scorpio Midget, Dec 6, 2002.

  1. scorpio Midget Private

    Contributions:
    55
    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
  2. scorpio Midget Private

    Contributions:
    55
    Lightray can now import Milkshape 3D ascii models, including the meshes, textures and skeletons ... just got to sort out the animations.
  3. scorpio Midget Private

    Contributions:
    55
    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 ;)
  4. scorpio Midget Private

    Contributions:
    55
    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
  5. moh2002 Private

    Contributions:
    2
    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
  6. sputnik Private

    Contributions:
    15
    Yeah, put some of your other ones up there.

    P.S. I'm not a moderator.
  7. scorpio Midget Private

    Contributions:
    55
    Re: Modeler

    Looks good, but the image is a bit small to check it out properly.
  8. moh2002 Private

    Contributions:
    2
    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
  9. scorpio Midget Private

    Contributions:
    55
    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.
  10. moh2002 Private

    Contributions:
    2
    larger view

    ok here a larger view of my gun
  11. scorpio Midget Private

    Contributions:
    55
    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 ;)
  12. Small_Sumo Private

    Contributions:
    12
  13. scorpio Midget Private

    Contributions:
    55
    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.
  14. scorpio Midget Private

    Contributions:
    55
    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.
    1 person likes this.
  15. Krzysztof Private

    Contributions:
    3
    :) :zzohyah: :lol:
  16. Terd Squirter Private

    Contributions:
    0
    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
  17. scorpio Midget Private

    Contributions:
    55
    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.
  18. Krzysztof Private

    Contributions:
    3
    Scorpio know how build suspense, like Alfred Hitchcock :lol:
  19. Small_Sumo Private

    Contributions:
    12
    Wow this has been a long project mate, you've got great determination. Well done on what you've accomplished so far.

    Bye
  20. Gen Cobra Private

    Contributions:
    16
    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:

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