We are very excited 'cause we finally have have our mech animated in Red Eclipse. Only early days cause theres lots of tuning and tweaking of the animation and the config. But here it is, http://mekarcade.com/media/w.mp4 It's only a single part mesh and doesn't contain all the animations of the md3.
This has been such such a struggle. After spending months trying to get the md3 format mech to animate in Red Eclipse we gave up on it. I got Walter to try md5 format which never worked, as his Max exporter kept crapping up the mesh when we tried to export an md5. We were becoming desperate.
The only options remaining to us were the smd (we didn't even know if it animated, and still don't) and the new 'inter quake format', iqm. If the smd didn't work I was going to try to compile the smd to the iqm, there is a compiler in the SDK to do it.
Needless to say, they didn't work.
Exporting out of Max was good. The smd exporters seem robust and the integrity of the model maintained. The smd mesh loaded but didn't animate. I configured as best I could, but it didn't animate. Textured OK though. I tried the iqm compiler from the sdk. They appeared to export OK but the I couldn't even get the mesh even to render, and at least for the iqm I had the working config of the player model to use as a guide.
Stuffed. Razor blades, a warm bath and a bottle of Temazepam........
After I awoke, I remembered that Walter and I both commented that the smd import and exported much better out of max than the quake models. I have a much older version of max with different exporters. So I imported Walters smd mesh and animations, started playing around and tried an md5 export. It seemed to work, so I tried it in the engine. Viola! A working mech. Theres much to be done to get it better, but at least the project is alive. The toolchain ended up like this:
3DStudio max 2010 -> export smd -> smd -> import smd -> 3DStudio max 9/Quake ET md5 exporter -> md5 v 11 -> manual edit of mesh header to V 10
This could be trimmed a bit! We need to work on the mech over the next month, trying to add the additional animations. Then we will post it on Quadropolis. Neither Walter or I have any previous experience with md5 so its the blind leading the blind.
I still would like to know can an smd be used as a player model? The smd format seems an excellant one for transferring skeletally animated models. It's robust, theres a heap of tools for it and just about everything can import and export it successfully.