Tutorials

 

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NOTE : First off there are certain rules that must be followed in order to properly use QTiP. This is important, so pay attention...

1. All faces will be made into triangles. Most MD2 engines like triangles and so does QTiP!.

2. All animation frames MUST have the same vertex/triangle count. This is not to say the model must be the same in all frames so be creative.

3. QTiP only exports the currently SELECTED objects from the Max scene.

4. Make models that ROCK!

To the right is the panel that you will see in Max...here is a description of how the controls work

Frame List: The frame list contains the names of the animation frames for the MD2 file. There a defaults, but since most people prefer or need custom frame names and counts, QTiP allows you to import frame lists which are nothing more than a list of names in a textfile.

Import Frame List: Selecting this option will allow you to import the frame list from any text file. The textfile should just be a list of frame names of no more than 15 characters, each on a separate line.

Set Start and Set End: This sets the animation segment that will be updated in the MD2 file. These buttons set the start and end frames of the MD2 animation frame list. Click a start frame in the list window and then the start button, then select an end frame and click the end button.

Start Frame and End Frame: Displays the currently selected start and end frames from the MD2 frame list.

Anim Start Frame: Enter a value in the box that corresponds to the first frame of the animation segment from the Max timeline that you want to export. (i.e. You have selected the 40 frames for the "stand" animation from the frame list box to export. The actual stand animation in the Max timeline runs from frames 1-40. You enter the number 1 in the box, and frames 1-40 from the Max animation will be written to "stand" frames 1-40 in the MD2 file.)

Export Model Only: Checking this will export only the geometry of the model, ignoring all texture coordinates and texture maps. This is useful for quickly exporting geometry for applications that don't need texture data

Skip GL Commands: This will skip the 'GL Commands' section of the MD2 to save filesize. The GL commands are drawing instructions that reference the vertex and face sections of the MD2. Most MD2 engines need this section, however the data contained in it is redundant if your MD2 engine is configurable to just draw the entire model without this data

Max Width / Height: These two fields set the maximum size that QTiP will use for the texture it exports. The actual size will be the smallest size necessary to fit all the the maps.

Oversampling: Texture oversampling expands the usable image area in the exported texture. Normally QTiP will extract only the portion of a texture map that is actually rendered on the object instead of the entire image. This saves a lot of space by bin-packing only the used portion of all maps. The problem with this is that some renderers will anti-alias and bleed into the neighboring image’s pixels. What texture oversampling does is expand the portion of the original image that is copied into the exported texture by a given number of pixels, so any blending will not show neighboring pixels of another image. This results in a slightly larger exported texture, but the additional size is minimal. The value is in pixels and 6 or less should be sufficient for any renderer that has been tested.

Force to Fixed Size: This checkbox will force QTiP to make the texture it generates the size specified in the max width and height fields. You use this if you need or want to texture of a specific size.

Skin Name: Allows you to specify a name for the PCX and/or BMP skin file. The default name is 'tris'.

Palette Editor: This button opens a dialog that will allow you to load, edit and save a palette. This palette is used to create the 8 bit per pixel PCX file that is generated upon export. The palette file is a Photoshop compatible .ACT palette file.

Save BMP Texture: Check the box to export a 24 bit BMP skin file for paletting and color correction in a 2D art package.

Save PCX Texture: Check this box to export the skin texture to a PCX file that has been remapped to the currently selected palette.

Scale Enter a scale value to enlarge or shrink your model when exporting an MD2. Leave the default value, and the model will not be scaled.

Update / Export: These buttons have related but different purposes. If you choose the export option, you will be writing an MD2 file that matches the timeline in Max starting at frame 0. It is basically a template that you will need to update later. If the file already exists, it will be overwritten.
The Update button differs in that it if the file exists, it will update the selected frames, but only if the geometry has the same face, vertex and frame count. If the geometry doesn't match, you will get a warning and be unable to save the file. If the file doesn't exist, QTiP will perform an export and then update the chosen frames. In practice, the update button will be used almost exclusively, but the export button was provided for overwriting unwanted files without having to make sure the geometry will match the existing file.


Remember, The only objects that will be exported are those that are selected. If you choose to use a skeleton for your animations, you would only want to export your model. You accomplish this by simply selecting only the model and not the skeleton. It couldn't be easier!