Wouldn't your time and energy be better spent on an open game engine? or some program that provides actual value besides entertainment ? If you need ideas, msg me.
On Mon, Sep 21, 2009 at 2:56 PM, Matt Hoffman <lord.matt.hoff...@gmail.com> wrote: > And some of us who strive for quality work and animation are continuously > locked out. Even now that we FINALLY (Months late) have a model source, we > still can't do much with it. Neither of us (Me and Mystfit who did this: > http://www.youtube.com/watch?v=WyuM65dctBs ) use Maya. Were quickly > correcting this to make up for the lack of DMX for Max but... It kinda means > throwing out all of our CAT motion rigs and such. > > It's kind of a bummer. We've been fighting against what we have since day > one... no vtas for a while... finally got vta's working, massive amounts of > work... Decided to put it off until we got model sources because they were > "Coming" and now we still can't use them. > > Such is life. > > On Mon, Sep 21, 2009 at 12:50 PM, Tom Edwards <t_edwa...@btinternet.com>wrote: > >> This is exactly what I was worried about. There's several new flex >> animation features in those files, chiefly wrinklemaps and tongues, that >> (AFAIK) can't be achieved with SMD. >> >> Matt Hoffman wrote: >> > Well... One specific difference that it has: Pop open the Heavy's DMX >> file >> > for his Morphs. Instead of a quasi-binary file format, there's actual >> > strings and words. >> > >> > With my (admittedly limited knowledge) leads me to believe that they set >> the >> > Flex's up in Maya with some tool in Maya, and then exported it. There >> seems >> > to be no flex- part in the qc anymore, and it all seems to be done via >> the >> > DMX File. >> > >> > Very curious... But yes, I'd love updated tools for Max. Someone get Jed >> > what he needs please. :) >> > >> > On Mon, Sep 21, 2009 at 10:25 AM, Jed <j...@wunderboy.org> wrote: >> > >> > >> >> Having looked at the DMX and the associated SMD files I can't >> >> immediately see what it offers apart from maybe a tighter file format >> >> (and all the lovely information about "Burke" at Valve and his Windows >> >> XP service packs and choice of nVidia graphic card circa 2007). At >> >> first glance I thought it was just binary XML (which the compiler also >> >> seems to support...) >> >> >> >> Looking at the QC/QCI combos it seems that as far as modelling is >> >> concerned SMD is still good for a while yet, DMX just seems like a >> >> more efficient way of storing mesh/bone/animation data. I suppose the >> >> only people who will care are those trying to decompile DMX files and >> >> cant. For new models SMD will do for a while yet. >> >> >> >> That said if Valve want to release the DMX file format (and I'll be >> >> happy to sign an NDA if they wish) I'll have a go at making a Max >> >> exporter/importer/transporter/howsyourdaughter. >> >> >> >> - Jed >> >> >> >> 2009/9/21 Saul Rennison <saul.renni...@gmail.com>: >> >> >> >>> Also, DMX is used in Episode 2 as a kind-of KeyValues2... I think VALVe >> >>> >> >> like >> >> >> >>> DMX :D >> >>> >> >>> Thanks, >> >>> - Saul. >> >>> >> >>> >> >>> 2009/9/21 Nick <xnicho...@gmail.com> >> >>> >> >>> >> >>>> Good site. I liked the very quick tutorial on how to make prop using >> >>>> blender and smd exporter:: >> >>>> http://www.dvondrake.com/tutorials/modeling-for-source-in-blender >> >>>> >> >>>> On Mon, Sep 21, 2009 at 7:35 AM, Tom Edwards < >> t_edwa...@btinternet.com> >> >>>> wrote: >> >>>> >> >>>>> The release of the Heavy model sources (which is excellent BTW) has >> >>>>> confirmed that Valve's modellers now use Maya, and revealed the >> >>>>> quasi-binary DMX format as the successor to SMD. >> >>>>> >> >>>>> What does this mean for XSI support, particularly the Mod Tool? Its >> >>>>> exporter has needed updating for a long time, mainly in terms of UI >> >>>>> >> >> but >> >> >> >>>>> also core functionality. I'm sure the Maya plugin is an improvement >> on >> >>>>> all fronts but it's no help to most modders, as Maya doesn't have a >> >>>>> >> >> free >> >> >> >>>>> Mod Tool equivalent. >> >>>>> >> >>>>> I'm also a little wary about DMX, since it can't be easily understood >> >>>>> >> >> by >> >> >> >>>>> someone wanting to write a new exporter. Can we (and by we I mostly >> >>>>> >> >> mean >> >> >> >>>>> Jed of course) see a spec for it? Does it support new features that >> >>>>> >> >> SMD >> >> >> >>>>> does not? >> >>>>> >> >>>>> The good news is that there's a new Blender exporter out >> >>>>> <http://dvondrake.com/scripts/blendersmd> that does everything >> except >> >>>>> VTA. Blender may have to become the new modder's choice for Source, >> >>>>> which, as much as I like it, isn't ideal given the exotic UI. >> >>>>> >> >>>>> >> >>>>> _______________________________________________ >> >>>>> To unsubscribe, edit your list preferences, or view the list >> archives, >> >>>>> >> >>>> please visit: >> >>>> >> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>>>> >> >>>>> >> >>>>> >> >>>> _______________________________________________ >> >>>> To unsubscribe, edit your list preferences, or view the list archives, >> >>>> please visit: >> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>>> >> >>>> >> >>>> >> >>> _______________________________________________ >> >>> To unsubscribe, edit your list preferences, or view the list archives, >> >>> >> >> please visit: >> >> >> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >>> >> >>> >> >>> >> >> _______________________________________________ >> >> To unsubscribe, edit your list preferences, or view the list archives, >> >> please visit: >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> >> >> >> >> >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> > >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders