IOUV Info

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Filename: iouv.zip
Author: Elmek
Size: 6.1 KB
Created: 4/16/1999
Updated: 6/17/2002
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Also known as: Quake 2
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IOUV Details
A 3Dstudio Max to Quake2modeller plugin

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Installtion
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Just put the IOUV.MS file into any directory of your choise and run it as you would any MAXScript by using the MAXScript Utility button 'Run Script'.

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What it does
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Import .ASC skinmeshes exported by Quake2modeller and attach this mapping to a model inside Max2.

Export a skinmesh from a model in Max2 to a .ASC file that can later be imported to Quake2modeller as new mapping cordinates.

Split all texturevertices to give you some freedom in editing mapping, and join all duplicate tverts while removing all unconnected tverts.

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What it _can't_ do
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Import/Export mapping for models using multiple objects.

Give you nice and user friendly error messages when something goes wrong.

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How to ?
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Import mapping:

Export a animation frame from Q2M to 3ds format.
Export a skin mesh to .asc format from Q2M (read about the .asc error below).
Save the model skin to BMP (make sure you remove the lines and dots or they will also be save out to the image.).
Open modelproperties and write down the skin dimentions. You can get these number from the material editor as well, but when we are in here anyway...
Import the 3ds file into max.
Setup a material based on the BMP image and apply it to the model
Run the script, and select the model to open the floater.
Specify your project directory, when youve done that max will search this directory for .ASC files that it can import. This natrually does not mean that all files listed will look good, but at least it will filter out all the files that cant be imported.
Select the mapping you wish to import, specify the dimentions and 'import' the mapping.
The model should now be textured.

Export mapping:

Select your object to open the floater.
Specify skin dimentions
Export a skinmesh, remember that you must manualy type the full filename including the extention. Max2 does not have the ability of max2.5 were seeds can be used. Or at least i could not get it working.
Import the skin mesh to Q2M. At least for me versions after 0.83 can not import skin meshes.
Your new mapping should now be visable in the skineditor

Split and Join TVerts:

Simply press the split all button to split tverts :) This will make all TVfaces separate so you can fix just about any mapping problem you have.
Press the Join button to join all duplicate tverts. This process is very very very slow because of the crude way it is preformed, so only use it when you have finished your texturemapping, it is not at all unsusual that it takes more then 5 minuites on a lowpoly model and i would not use it on a model using more then 1000 faces unless you have to...it may take quite a while.
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The .ASC error
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Quake2modeller make a error when exporting skinmeshes to .ASC, its a simple error that you can fix yourself with a text editor in less then 2 minuites. (That includes writing a email to Philp Martin asking him to fix it :).

Open the asc file you exported and find this row (never mind the values)

¦Face list:Face 0: A:0 B:1 C:2 AB:1 BC:1 CA:1

Now make it look like this:

¦Face list:
Face 0: A:0 B:1 C:2 AB:1 BC:1 CA:1

Save the file and spend the remaining 90 seconds writing that email to Martin that he should fix this error as soon as he can.


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Ofcours i take no responsibility for any damage that this script might cause and its up to you to use it or not...but i think its quite safe. If you find any errors or want to make improvments then you can always re-write it, ofcours under the condition that you send me a copy of the improved version as well ;)

You can ofcours not charge anyone money for this thing, but then again someone who would pay for this might be in turn for a wakeup call ;)

Well that should be it...hope it doesnt Nuke your system.

Elmek
Elmek@mail.bip.net


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