I managed to extract the textures and model of a weapon in RF2 and I would like to import it into Red Faction 1, but the problem I don't know how to do, I am not a modder, I only know to do the sound and images in tga, but anything related to the 3d model I'm incompetent if anyone could give me a solution or help me do it that would be nice.
NOTE: The Red Faction 3ds Max plugins will work only with 3ds max 4.x or 5.x.
NOTE 2: D2k said the section that starts at 3:53 (preparing the arms) is only necessary if you're using 3ds Max 4.x. If you're using 5.x, you can skip that section and go straight to the section on preparing bones (21:57)
Just another quick note for anyone reading this - while you need to use 3ds Max 4.x or 5.x to import animated models (ie. first person weapons, characters, etc.) into the game, you can import static meshes (ie. pickups, scenery, furniture, projectiles, etc.) from Blender using rafalh's v3d tool, as shown in this tutorial:
Thank you for your tutorial links, but I have one thing that intrigues me, it is mandatory that the weapon is modeled on the right side?
I haven't personally tried it, but I expect it would be fine as long as you set the proper offsets in weapons.tbl and structure your scene/models/animations correctly.
Thank you for your tutorial links, but I have one thing that intrigues me, it is mandatory that the weapon is modeled on the right side?
I haven't personally tried it, but I expect it would be fine as long as you set the proper offsets in weapons.tbl and structure your scene/models/animations correctly.
With a total conversion mod, you can add additional weapons (like, a second rocket launcher or something). You can't take an existing weapon and add a second on-screen model to it or anything like that though.
Well I would like to know if I am obliged to replace the original RF1 assault rifle
What do you mean by "obliged to"? If you're asking if it's possible to replace the stock RF1 assault rifle, the answer is yes - as long as you use 3ds max 4.2 or 5.x with the RF Toolkit plugins, then properly configure the offsets/etc in weapons.tbl for your mod. You can follow D2k's tutorial I posted above and that will walk you through it.
I abandon the models with Goober animations, it's too complicated for me and then 3ds max 5.0 works badly on my PC. Too bad there isn't a modern tool for importing models with animations!
And I wanted to know with V3D Tool is it possible to put skins on the characters or is it mandatory to have the animations?
Characters are V3C/VCM files (skeletal meshes), not V3D/V3M files (static meshes), so unfortunately, V3D Tool cannot be used for characters.
You can "reskin" character models by editing the textures, but unfortunately you can't (as of today) change the character model itself without using RFBone and 3ds Max 4.2 or 5.x.