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.
>> >>>>>
>> >>>>>
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