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 Replace anims? 
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Yes, yes I know there is a thread about decompiling models to fit SC4 anims but Marb used MS3D while I have GMax and I dunno how to decompile models with Gmax. So could you dl these models and replace the anims with SC4s? plox :c

http://www.svencoop.com/forums/showthread.php?t=29909


Fri May 01, 2009 9:24 pm
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dude milkshape can decompile and recompile models for you
pm me if you do get milkshape
i need to talk to you if you have it :x

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Sat May 02, 2009 4:55 am
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Well I got GMax, I was gonna use that but I dont think it can import .mdl files


Sat May 02, 2009 8:55 am
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you don't need to import it really if you are doing a simple anim replacement.

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Sat May 02, 2009 11:27 am
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you can't import with gmax
now lets talk about the format .mdl
the first use was in quake as .md or md1 can't remember
then it was .md2 for quake
also
you can assume these are like .zip or .rar files
becuase when what you reallly do when you compile them is
taking the listed animations from the .qc text file
and the actual animation .smd files
and packing them into the .mdl for better organization and so that the game can read the file and read the animation

what goes into a .mdl
1. most important is the .qc its the text file that states what the anims are, where the hitboxes are, and many other things which i don't know how to do
2. the .smd file, these are the anim files, you need one .smd file though that is the reference, what the model is with no anim, you call this file in the .qc file
3. the skin textures also get packed into the .mdl, thats why its so easy to change model skins, if the name has "CHROME" the game will assume a chrome like rendering for that texture

now get milkshape and pm me when you do
milkshape will allow you to modify the smd's while importing them and exporting them
for actual anims, which i don't know how to do
i use this program characterfx thats free :look:

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Sat May 02, 2009 2:17 pm
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