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