CrackedGear on 28/11/2007 at 03:14
I would suggest making the actor class an extension of the hammer guard, and then modifying that rather than making a new one.
massimilianogoi on 28/11/2007 at 03:37
Uhm... not so elegant :)
I would like my new Mechanists class
Tiens on 28/11/2007 at 06:43
First of all, should say, I'm VERY interested in your experiments - I need robots... A month ago I tried to make one but it is not finished yet because I do not know 3D Max and do not have good mesh.
I had the same problem - after death AI just buzzed in the air. In my case it was a wrong mesh.
May I get your mesh for experiments?
massimilianogoi on 28/11/2007 at 07:41
But of course!!! :D :D
Here are the files:
(
http://digilander.libero.it/maxath/MechRobotComb.tim)
(
http://digilander.libero.it/maxath/MechSpiderBot.tim)
And don't forget to apply the following textures, after having passed them through Photoshop or any other program that bring them in .dds (8:8:8:8 ARGB , 32 bit format):
Sawbot.GIF (you'll find them all in mesh.crf/txt16, crf files are zip files)
Combot.GIFAfter, you have to import the static meshes and the dds files in the T3Editor, with the dds in PCTextures, and to add it in some MatLib.
There's a question for you, you've already reached to build you matlibs via 3DSmax or you used the one of str8g8? In case of first, tell me directly how to do, please... I need to know this passage :(
CrackedGear on 28/11/2007 at 08:12
assuming we're talking about the same thing, you would have your new mechanist class, but it would by default inherit everything from the hammer class which you could then modify to suit your needs, which to me is much easier than making a new class and then figuring out everything you need to add to it.
very good work by the way. i hope you don't mind if i steal your robot mesh as well.
Tiens on 28/11/2007 at 08:29
Quote Posted by massimilianogoi
...And don't forget to apply the following textures...
Thanks, first of all! :)
Looks like, links to the textures does not work... :(
Quote Posted by massimilianogoi
...There's a question for you, you've already reached to build you matlibs via 3DSmax or you used the one of str8g8? In case of first, tell me directly how to do, please... I need to know this passage :(
I'm just started with 3D MAx, sorry... And I have no idea when I'll defeat this monster... So I used matlibs of str8g8.
Tiens on 28/11/2007 at 14:36
Tested your mesh. Well, at least, AI tried to fall to the ground... But the mesh stayed still, like robot is not dead.
You need to cut your robot-mesh into 8 parts: 2 hands, 2 ankle-bones with foots, 2 hips, 1 body, 1 head with neck. In this case it will be possible to attach each part of robot to each part of AI. And AI will not only fall on death - it will move properly!
Could you cut the mesh by yourself or you need help? Do you have this mesh in *.max format? Let me know, please. Let's find the last answer to this problem.
Ziemanskye on 28/11/2007 at 18:29
You also need to set the ragdoll file for things to fall over properly - yet another property that things need. For a human it's quite easy: the game has a collection of them (search the game directory for .rg files, I think), and Max 5 can export havok actors to that file format if you want to make your own.
I can't help you set up the ragdoll though - not something I've ever done.
massimilianogoi on 28/11/2007 at 19:52
Quote Posted by Tiens
Thanks, first of all! :)
Looks like, links to the textures does not work... :(
That one of the textures?? :D :D But of course!!
That textures (the gif files) you will find in your Thief
2 directory! :D (Thief 2/res/mesh.crf), I colorized it just to prevent you to forget it ;)
Quote Posted by Tiens
I'm just started with 3D MAx, sorry... And I have no idea when I'll defeat this monster... So I used matlibs of str8g8.
Don't mind. I will find the way by my own, sooner or later :(
Anyway, I think that there was a quid-pro-quo :P :
I don't need of the bot ragdoll, cuz my mechguard are generally human (if we don't consider servant and guard-servant). That actor list are so ordered, that I see as a nonsense placing the mech under the hammers, even if historically that's it.
Tonight I will try again to make the Mechanists class.