Mercurius on 1/11/2007 at 17:18
Oh man, those are some pretty phallic weapons there...kinda makes you think twice about what you're actually handling D:
Was playing through SS2 again recently and the dated weapon models really need to be replaced. Just wondering, is there anyone in the community who would be willing to get something working in-game if they were handed the replacement assets?
RocketMan on 1/11/2007 at 19:10
What do you mean? you have a weapon in some 3d format that you want to import?
Mercurius on 1/11/2007 at 20:00
Yup. Importing is pretty arcane and there isn't a whole lot of information about it besides scattered tidbits from past threads. Certainly no tutorials that I can find.
If I didn't have to worry about that crap, I'd probably be able to come out with the art assets fairly quick.
RocketMan on 1/11/2007 at 20:39
Well shit, if you've got stuff send it over. :D
Anatoly_Korenchkin on 1/11/2007 at 20:57
I think they are quite good. Agree with Kolya's comment about the worm launcher being a bit massive tho... although having said that these weapons are supposed to be aaallliiieeennnn arent they? :erm:
RocketMan on 1/11/2007 at 21:49
To be quite honest I totally superimposed the new weapons over the old ones before saving.....they are the same dimensions exactly.
Nameless Voice on 1/11/2007 at 22:47
Quote Posted by Mercurius
Yup. Importing is pretty arcane and there isn't a whole lot of information about it besides scattered tidbits from past threads. Certainly no tutorials that I can find.
It's not that complicated. The (
http://www.strangebedfellows.de/index.php?topic=387.0) ShockEd Toolkit comes with all the required files, including my graphical .3ds -> .bin front-end.
Simply import an original weapon model into Max and build around it, making sure to copy the vhots ("Oddly-named little boxes") into the same position in your new model. Some weapons have moving parts, in which case the naming conventions must be observed (just use the same names as the originals for any oddly-named parts, e.g.
@z00aa0100Two caveats:
* Mêlée arm models (Wrench, rapier, shard) are much more complicated.
* Sometimes Max won't open the .3ds files produced by Shadowspawn's tools. I get around this by opening them in (
http://www.micromouse.ca) AccuTrans 3D, and then re-saving them as .3ds format, which usually 'cleans' them and allows Max to open them. Note that AccuTrans will split the object into separate poly groups for each texture. . .
Mercurius on 2/11/2007 at 00:56
Quote Posted by Nameless Voice
It's not that complicated. The (
http://www.strangebedfellows.de/index.php?topic=387.0) ShockEd Toolkit comes with all the required files, including my graphical .3ds -> .bin front-end.
Simply import an original weapon model into Max and build around it, making sure to copy the vhots ("Oddly-named little boxes") into the same position in your new model. Some weapons have moving parts, in which case the naming conventions must be observed (just use the same names as the originals for any oddly-named parts, e.g.
@z00aa0100Two caveats:
* Mêlée arm models (Wrench, rapier, shard) are much more complicated.
* Sometimes Max won't open the .3ds files produced by Shadowspawn's tools. I get around this by opening them in (
http://www.micromouse.ca) AccuTrans 3D, and then re-saving them as .3ds format, which usually 'cleans' them and allows Max to open them. Note that AccuTrans will split the object into separate poly groups for each texture. . .
Thanks for writing that up NV, maybe it's not as tough as it sounds. I'll have to give this another try.
Mercurius on 2/11/2007 at 03:34
Quote Posted by Nameless Voice
Simply import an original weapon model into Max
I'm not afraid to admit that I am too stupid to figure out this step. I've been dickering around with your 3ds to bin frontend yet attempting to convert bin to 3ds only results in error messages and a CTD. Can anyone give me step by step instructions on this?
Also, does SS2 get upset if the model isn't made up of one continuous mesh?