#1 2015-07-07 05:19:25

Dementei
Member

[Request] Player model tutorial (and modding questions)

Hello I am fairly new to Tesseract and I've been doing some digging around on the forum for player model solutions, though this one has never been fully answered. I know that it's compiled to md5mesh and md5anim, and I can use blender to export that but I don't have a clue as to get started. Let's say I have a player model in .obj form, how do I get that in Tesseract as a player model?

I am coming from the Goldsrc engine so bear with me, treat me as I noob I suppose. Just need to learn the fundamentals of modding Tesseract.

Another question if anyone can answer, is there a GUI Editor to use to make Tesseract maps that would work?

Last edited by Dementei (2015-07-07 05:27:20)

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#2 2015-07-07 07:50:19

RaZgRiZ
Moderator

Re: [Request] Player model tutorial (and modding questions)

GUI Editor? For making maps that work? Not sure what you're on about, care to clarify?

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#3 2015-07-07 19:09:11

Dementei
Member

Re: [Request] Player model tutorial (and modding questions)

Yea like is there software such as Valve Hammer or GtkRadiant or even a model program outside from the game that you can use to make a map? It's not a big deal I am more worried about learning how to swap out the player models.

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#4 2015-07-07 21:17:46

RaZgRiZ
Moderator

Re: [Request] Player model tutorial (and modding questions)

You just edit through the game itself, there's no external application for it.

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#5 2015-07-08 00:51:45

Dementei
Member

Re: [Request] Player model tutorial (and modding questions)

I am aware of that, I was just wondering if there was another way to do so, it's cool if not.

And do you have any resources to help me with the player models? There isn't a whole lot of friendly documentation in regards of adding a new player model with new animations.

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#6 2015-07-08 15:36:57

eihrul
Administrator

Re: [Request] Player model tutorial (and modding questions)

Dementei wrote:

I am aware of that, I was just wondering if there was another way to do so, it's cool if not.

And do you have any resources to help me with the player models? There isn't a whole lot of friendly documentation in regards of adding a new player model with new animations.

You could try looking at the wiki and see if it has any useful tidbits: http://cubeengine.com/wiki

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#7 2015-07-09 05:36:23

Dementei
Member

Re: [Request] Player model tutorial (and modding questions)

Yea I checked there as well, it's informative but not entirely what I need. Even a simple video of making md5meshes and anims would help, or maybe it doesn't even matter and it's like any other player model with a rig except it's just exported in that format. I have the blender and 3ds max exporters so I guess I will just have to experiment.

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#8 2015-07-09 06:25:11

Black_Stormy
Member

Re: [Request] Player model tutorial (and modding questions)

The Sauerbraten engine documentation has some large articles on exporting meshes from blender. Looks like the quake mesh exporter works fine for static meshes. MD2 3 and 5 as well as SMD and OBJ appear to be supported, stop me if I'm wrong. Animated meshes are also exportable from blender.

How much does Tess inherit from Sauerbraten? Can we pretty much use the same processes from that engine for this one? As I understand it Tess is just Sauerbraten with plenty of fancy bolt-ons?

And D, you're modelling these days?

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#10 2015-12-18 12:36:26

Dementei
Member

Re: [Request] Player model tutorial (and modding questions)

So I'm back at it, this time I finally made some progress exporting to md5, I successfully ported a Half-life player model into Tess. Now I am stuck with setting up the animations, haven't found any info for the animation.cfg so does anyone have a clue what's going on in that? I need info for all of these: md5tag, md5pitchtarget, md5pitchcorrect, md5animpart, and md5anim including the parameters for their usage.

I am widely a scrublord king when it comes to modeling, I am literally just putting 2 and 2 together on a whim trying to figure this out. I am simply trying to take a HL player model or any player model, and properly export it to md5 including animations to get them working in Tesseract. If anyone has info or a proper guide, please let me know. I am using Blender to import/export, and I've barely a clue to work their unfortunate UI, someone save me pls. (Also sucks how there's barely anything to go off of for this engine, the info is broad as hell..)

Edit: I found this nice guide http://www.katsbits.com/smforum/index.php?topic=178.0 though I'd need a Blender expert to help me with that one. I am working off of the ms3d format, so idk how much comes with that, at least it comes with the anims. Anyway, I can upload the ms3d file if someone wants to help me export it and get it in game.

Last edited by Dementei (2015-12-18 12:41:22)

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#11 2015-12-20 14:52:01

Julius
Member

Re: [Request] Player model tutorial (and modding questions)

Not sure why you would want to get a Half-life model into tesseract, but from Milkshape you can export as .smd and then import that into Blender fairly well (at least last time I checked).
This is the best importer if I remember correctly:
https://developer.valvesoftware.com/wik … urce_Tools

From there you need to report everything into a Tesseract compatible format, .md5 or .iqm. I recommend the latter, but the exporting procedures are a bit less well documented (and I never tried it myself for Tesseract, only for Red Eclipse and Xonotic). Here is the .iqm exporter:
http://sauerbraten.org/iqm/

For guidance who to set up everything, just adjust one of the existing model files, either the one that comes with Tesseract or one of those Cube2 compatible meshes, see:
http://opengameart.org/content/ironsnout-x10k (exported example similar to the Tesseract model)
http://cubeengine.com/wiki/Mr_Fixit (.blend file with the correct animation setup)

also see the Cube2 wiki entries:
http://cubeengine.com/wiki/Blender_to_M … auerbraten
http://cubeengine.com/wiki/Creating_Ragdolls

Form here on you are on your own... it will probably involve a lot of trial and error. Would be nice if you could document your experience here for others ;)

Edit: not used it myself yet  (no windows install here, only Linux), but this might help you to use the existing animations from the Tesseract model with your mesh (which is probably a lot easier... sadly there is no .blend file for it only the .max file... still hoping someone can do at least a .fbx export from 3DSmax :( ):
http://www.moddb.com/mods/r-reinhard/ad … owser-v212

Last edited by Julius (2015-12-20 15:05:30)

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#12 2015-12-21 14:50:29

Dementei
Member

Re: [Request] Player model tutorial (and modding questions)

Excellent man thank you for your in depth reply with all the links, I will definitely let you know how this goes, I have some extra help from a friend as well so maybe we can finally figure this out.

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#13 2015-12-23 10:56:07

chasester
Member

Re: [Request] Player model tutorial (and modding questions)

Side note:
I suggest splitting your player model up into 4 parts. head, torso, arms, legs (and weapon obviously). This will make the process better for adding hud guns and stuff. You can relink the model back together using:
md5load legs.md5 //load bottom to top so the player object clips on the terrain correctly
md5skin * "diffuse.jpg" "mask.jpg" [envmap.jpg] [envmap min intensity=0]
md3pitch 0 //make a pitch addjustment here if you created the md5 model wrong

//DEfine your animations
md5anim state file [fps=10] [priority=0] [start=0] [end=lastframe in file]

//define the next bodypart

etc

md5link ParentID ChildID TAG X Y Z
//id is assign based on load in so legs, torso, arms, head, link the objects together, and then use the x y z to translate to the best location

I'd look at the edit ref and or the player object ingame media/models/player/md5.cfg (or look at sauerbraten cuz there are better examples there.

Keep in mind that like 90% of the functions work across all formats with pretty close to the same includes (save obj) should look like typecommand (so md5skin is iqmskin or md3skin) there are a few exceptions but it is mostly all documented here.

chasester

Last edited by chasester (2015-12-23 11:00:22)

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