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Easy FPS Editor CE v1.10.5

A free tool for creating oldschool FPS games · By Clark

Model Format guide?

A topic by Maxjk0 created 2 days ago Views: 21 Replies: 2
Viewing posts 1 to 2

Hey there, I was trying out both the current version of the engine here on itch, as well as the development builds from github, I saw you could use 3D Model files for things, so I wanted to try that out. The version here only seems to support .md3 models, I was looking into converting something like an FBX over to that, but I could only find some old blender plugins that dont seem to work with the current version. Any help on that end?
Otherwise, I did try the newest version of the engine on github, it seems to sort-of support FBX, but when I imported the model, it was far too big. I tried scaling it down in-engine, but it didn't seem to effect anything. I also tried scaling it down in blender and re-exporting, but that didn't seem to really changer anything when i re-imported? I even tried saving it as an entirely new model name, so I'm not sure if I'm not doing it right, or if FBX support is just a bit buggy at the moment.
Is there a best format to use that isn't md3 that I should try? or any general workarounds? any best practices or guides regarding what scale I should make everything?


Thank you!

Hey.

As you already acknowledged, FBX support is only in latest devbuilds, as well as OBJ support, for static models only. I never tested both formats since MD3 is fine to me. For a proper downscaling, you need to scale the decoration scale, not the scale in Model Configurator. Need to note that you can go below zero, like 0.5, 0.1, 0.05 and so on.

What tool do you use to produce MD3 Models? I use Maya and Blender mostly, but Maya doesnt seem to have any support for it, and I couldn't find any currently-supported plugins for it in blender