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 Post subject: Scaling a Character to Match in Quake
PostPosted: Wed Oct 22, 2008 7:39 am 
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Hi, this is actually my first post here so I'll be as brief and descriptive as possible.

I'm apart of a Quake 4 mod team Zero Barrier doing characters and my inquiry is such:

I'm modeled a character. It's fully textured, skinned, and I can put it into Quake using the MD5 exporter provided by der_ton. Problem is, when I put the character into the engine, the player is twice as large as the Player Character Model.

I've scanned the forums for dead threads and none of them seem to help me remedy this problem. I understand that scaling bones is a big "no-no" so I've already got the bones set up to where they're the exact same size as the player.md5anim files. Scaling the character to match that doesn't seem to work, but for some reason, scaling the mesh down then binding the bones to it will shrink it.

Also, if it makes any difference, I'm using Max 9 and the most recent md5 exporter from der_ton.

If anyone could please help me with this, that would be greatly appreciated.


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 Post subject: Re: Scaling a Character to Match in Quake
PostPosted: Fri Nov 07, 2008 1:03 pm 
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Location: Munich, Germany
There is a program called md5scale that might help:
viewtopic.php?f=4&t=15967
viewtopic.php?f=3&t=21510
Sorry for this late reply, but I just stumbled over that by chance and remembered this thread. This goes to show the importance of picking descriptive post topics and text that are good for search results. :)

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 Post subject: Re: Scaling a Character to Match in Quake
PostPosted: Fri Nov 07, 2008 2:41 pm 
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To make sure you get the right size when you make a new monster. Export the raw model first into Quake4 as .LWO, .ASE or .MA and match it up to the other monsters/characters so you know you get the right size before you go and do a lot of work you then might have to redo.

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