Renzatic on 24/8/2008 at 22:35
When you triple/triangulate something, you change all your quads and whatever else into tris. From the looks of your topology, your model is tripled and gameready.
So...I'm drawing a blank here.
massimilianogoi on 25/8/2008 at 13:10
Sorry man, but I haven't tripled anything, the model is just taken from Thief 2, with the Shadowspawn utility. The only things I've done is recreating the eye with a decagonal polygon, and recreating the cannon dissecting the one already existing in another decagonal polygon (and some UV, of course).
Ziemanskye on 25/8/2008 at 15:14
You don't need triangulate things here anyway - the conversion tool does as much as is needed of it for you. If you check the wireframes on a lot of the OM staticmeshes you can see there's a lot of "missing" edges if you want pure triangular stuff - I think "TestBall" is the most dramatic example, since its wireframe is basically a semi-circle of edges and a couple of one-edge radials at the top and bottom rather than anything that looks like a properly triangulated ball (which can make finding it in the orthogonal views a bit of a pain, does make rotating it to "face" where you want a bit easier).
My (current best) guess would be that something in how you took it out of TMA is causing a problem, like now you've edited it you're tying to export a skeleton as a staticmesh and it's just sort of going "Eh?" at it, or the attachment points for the limbs (I don't know how it's built) aren't named correctly in terms of how TDS would understand them (HP_*) so it's not sure what to do with them.
(Also, since it's kind of bugging me, why is it rotated so strangely?)
massimilianogoi on 25/8/2008 at 19:42
Ahaha :'D it's rotated like this, because I rotated it to work on the eye. When you work on a primitive, it's better working on the axis, ain't?
Anyway, you speak about problems why there's a new stuff in the static mesh, but earlier I've already done something in that mesh without any problems of exportation: I've build the internal boiler, so we can see directly the charcoal burning there :). I thought that was a beautiful effect.
massimilianogoi on 15/11/2008 at 09:47
OK, finally back to work! :D :D
It was a lot of time since I stopped working for study/health problems...
Well, I've still got the error "failed to create arc chunk", but this time with the well what I'm working on. Then I thought to post how I solved the problem before, with the bot, and now with that well:
Just exporting as .3ds, importing it with (
http://www.anim8or.com/) Anim8or, copying it, new file, pasting it, exporting it as another file .3ds, then importing this file in 3DSmax and re-skinning it. :thumb:
(
http://img262.imageshack.us/my.php?image=newwellfc9.jpg)
Inline Image:
http://img262.imageshack.us/img262/5103/newwellfc9.th.jpg(
http://g.imageshack.us/thpix.php)
Inline Image:
http://img262.imageshack.us/images/thpix.gif
[NAUC]Chief on 15/11/2008 at 11:44
If all you're doing is importing old models, giving them a brush up and then exporting again, maybe you could post a picture of the old model before you did anything to it as a comparison between the two ;)
Quote:
wherefore I cannot upgrade my pc to Vista 64, because that program works only in XP or lesser operating systems :///
I know you posted that several months back but have you actually tried it on vista64? reason I ask is even GMax runs happily on vista64 as long as you change the display renderer (otherwise you get no viewports :D ). I use maya myself anyway (which is glitchy on vista in its default startup state).
massimilianogoi on 15/11/2008 at 21:04
[QUOTE='[NAUC]Chief;1789462']If all you're doing is importing old models, giving them a brush up and then exporting again, maybe you could post a picture of the old model before you did anything to it as a comparison between the two ;) If ya mean, with "brush up", to take away some parts of the static mesh, well, it's just what I had to do!! After this I get the error "failed to create arc chunk", which, I searched in the web, haven't many references..
[QUOTE='[NAUC]Chief;1789462']I know you posted that several months back but have you actually tried it on vista64? reason I ask is even GMax runs happily on vista64 as long as you change the display renderer (otherwise you get no viewports :D ). I use maya myself anyway (which is glitchy on vista in its default startup state).