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Interview::

Mike Schell
Recently, Mike Schell, who is creating a CRP to DFX program which allows modders to edit character models, was kind enough to allow me to interview him. Click here, and here to see Rodion's on-going testing/reviewing/previewing for this program.

Date: 10.02.00

:: [ 1. Tell me, what does your "CRP to DFX Model Exporter" do exactly? ] ::
Every CRP file contains vertex/polygon info for the character models. CRP <=> DXF simply exports this data into a DXF format. Then the model can be opened in any CAD program supporting the format.

:: [ 2. What convinced you to make such a historic/great/god like program? ] ::
I was bored with the modding options available for RS. On top of that the few mod projects I wanted to pursue were impossible without being able to alter character models.

:: [ 3. Before you knew this was really going to work, where you worried that your program might get over hyped and then just be a let down to some people? ] ::
I still am! The support and interest I've received has certainly helped out. I've abandoned the DXF format in favor of the better suited 3DS format. I'm even exploring some character modeling options using the QOB exporter available for 3D Studio Max 2.5.

:: [ 4. How hard was it to make this program? ] ::
Once I had the CRP format cracked the programs weren't too difficult. If I had to choose an area that was harder than others, I'd say devising a way to align all the body parts was pretty difficult.

:: [ 5. Have you ever made any programs like this before? ] ::
Yes, I have some utilities for Freespace2, Quake, Jane's USAF, and Total Annihilation. This is the first utility I've released public though.

:: [ 6. Tell me, you have cracked some ".map" files from RS. Was it really hard? Or was it child's play? ] ::
Both, the geometry and texture data was very easy. The more intricate aspects, such as doors, climables, glass. Are proving to be a little more difficult. I will succeed though! : )

:: [ 7. Any way I can get info on when the program will be released to the public? ] ::
The CRP <=> DXF is being retooled into the QOB <=> CRP, which will allow users to use the QOB export on 3D Studio Max 2.5 to export body parts for CRP's. This will allow a great deal more flexibility in creating characters from scratch. The MAP editor should be ready not long after we've (Peter 'Oblivion') and I finish cracking the format. This'll probably be sooner than later (a month or two)

:: [ 8. Do you think that you will be able to make a program allowing for map creation/editing to occur? ] ::
This is a double-edged sword. In the near future (Month maybe?) there will be the ability to create MAP's from scratch, complete with custom lighting, doors, glass, etc. The works. The down side is, I don't know how feasible it will be to edit any of the maps already available for RS.

:: [ 9. How much feedback have you gotten from modders in the community? ] ::
A lot, all positive. Rodion has been a great help with beta testing my modeling utilities. Peter 'Oblivion' (Searth.net) has been helping me with some code, as well as providing feedback and access to Greg Stelmack for questions.

:: [ 10. How long have you been playing R6/RS? Why did you wait till now to make these programs? ] ::
I actually just bought the game about 2 months ago. Yeah, I know, what took me so long to get this great game?

:: [ 11. I would like to get to know the real Mike Schell. Many people don't know who you are (but your name is spreading like wildfire). Tell us about your self. ] ::
I'm 22, live in South Portland, ME. I'm married to a wonderful woman by the name of Kelly, no children. My interests include programming, graphic art, firearms, communications, and physics. I'm pretty average in most aspects. I just finished serving some time with the USAF, and have returned here (Maine) to my hometown where I'm currently serving with the 265th Combat Communications group of the Maine Air National Guard, as a satellite/wideband technician. Oh yeah, and I have a cat.

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