FunkyG on 6/6/2006 at 13:31
recieved ... modified... converting...
:D
Thanks man!
FunkyG on 6/6/2006 at 13:40
still no go...
Now it just shows up as an arm with planes stuck in it...
Is there anything else i'm not doing right... I should in theory be able to just plonk my new model in export as .3ds yadayada -> .bin, copy to obj, run shock2... and we should be swimmin'... !
Anyway, to dwell another time.
Bed for now i go.
Thanks for your help!
ZylonBane on 6/6/2006 at 14:05
Quote Posted by FunkyG
Ok, time for another update... i had some time to work this afternoon.
Heres the Pistol work in progress and the Amp ingame.
Psi-Amp looking really nice. Agreed that it's still more green than blue though, but this is a trivial fix for the insane purists in the crowd (ahem).
Is the green glow just a flat texture, or is there some surface detail not evident in the screenshot?
The arm plug still needs work. It should really taper off before entering the arm, as in the original and
Elrond's Eldron's models.
The pinky finger looks a bit atrophied.
Still, overall awesome, just a bit WIPish. I love how the cable looks like it has some sort of protective mesh on it that pinches down at the plug.
Vraptor7 on 6/6/2006 at 14:23
I tried to get a katana working in-game a long time back, I never got it to animate using the wrench animations, it would be floating there and rotate weirdly depending on how I moved the player and the mouse-look. I should have tried importing the Thief model but I had to leave my dromeding at that point so I never finished working on that :erg:
Those in-game shots are looking really good. I have to say something about the new wrench model, it doesn't really look like he's gripping the wrench properly, something about the fingers and the positioning of the wrench in the hand.
Nameless_Voice on 6/6/2006 at 15:06
Those planes are the limit planes; each of them has a special name and defines a part of the mesh.
There's a tutorial on making Dark Engine meshes (
http://users.on.net/~triforce/meshes.html) here. It's about modelling a Biped mesh, but the principles are the same.
You are converting the arm using MeshBld.exe rather than BSP.exe, right? (3ds2bin will do this automatically)
Bluegrime on 6/6/2006 at 21:23
On an semi related note, it looks like Goggles has some coffee grounds on his arm in the pistol picture.
ZylonBane on 6/6/2006 at 21:35
Those are transparent pixels.
Eldron on 6/6/2006 at 22:37
zb, calling me elrond might risk you getting thrown into mount doom!
ZylonBane on 6/6/2006 at 22:49
Argh, dammit.
/ZylonBane casts "Ninja Edit"
FunkyG on 7/6/2006 at 00:32
Something still isnt right... If i use 3ds2bin has an error if i try converting it, says the conversion failed... I just use the "Arm" preset yeah? should it automatically rename the joints? if not, what should i be naming the planes/joints? Is there a Biped.map for ss2 or can i use the thief one? and that other file the .mjo whats that for?
Confused but still keen... :erg: