van HellSing on 5/11/2005 at 23:34
I noticed in the static mesh library (characters/pagan2) that there is an alternate pagan model that looks much more like the concept art:
Inline Image:
http://www.nolifeking.webpark.pl/pagan2.jpgWould it be possible to use this mesh for an AI? How?
ascottk on 5/11/2005 at 23:50
Use shadowspawn's conversion tools then import the 3ds into a modeling app that supports *.psk export (3ds max or maya w/ActorX plugin). You'd have to rig & bone the model which I don't have the patience/time for. Also look at the default AI skeletons (via the skeleton browser) to get the bone information & rig the model appropriately. I think the T3 AI have a varying amount of bones in their skeletons (but they need a certain amout in order to use the default animations). Once the model is exported properly then you can assign animations to it through the skeleton broswer OR add them manually to the *.ski files in the skeletalmesh folder.
van HellSing on 5/11/2005 at 23:56
Thanks, I'll look into that.
Ziemanskye on 6/11/2005 at 10:39
Almost the same topic:
Can we reskin the NPCs? Might be easier just to give a basic CityGuard those textures if there is some way to do it.
van HellSing on 6/11/2005 at 11:06
Yeah, I was wondering about it too. It wouldn't work with this model though because of that cowl thingy on his neck.
Ziemanskye on 6/11/2005 at 12:27
There's a Hammerite with a thing around his neck like that.
I think it's one of the Clocktower worker models.
van HellSing on 6/11/2005 at 13:01
Heh, thought about that too :). Not the same, but I think I like it even better. I'm not sure about the boots and gloves though.
Oh, wait! I've found the gorget object from the worker as a separate smesh, so it could be attatched to just about any AI via a rigid attatchment :D.
rujuro on 7/11/2005 at 03:37
re: reskinning
There are a number of skins you can apply to a given AI, it seems to vary from AI to AI which ones are available. You select the skin from a pulldown list in the AI's properties, can't remember exactly where it's located
If you rename the textures that are in a given skin set, you can put any texture you want on them. You're stuck with the original UV's and that can't be changed without actually going into max and changing them.
van HellSing on 12/11/2005 at 23:11
OK, I've been trying lately to use the gorget on an AI, but I can't seem to find the proper bone for the RigidAttachment. It ends up either way off, or placed properly but rotated by 90 degrees. How do I fix this?
Ziemanskye on 12/11/2005 at 23:19
right-click - Actor links, edit...
offset - rotation? (probably in unreal units - if it doesn't look like it's doing anything try 16384=90 degrees)