New Horizon on 10/7/2006 at 11:44
Man, how the heck did they ever work with these tools? They just seem so buggy.
Shadowspawn on 10/7/2006 at 13:24
Eventually I'll get to building a converter from the psk file to something else, like 3DS, but it'll be while. The IBT code was hard enough! :mad:
Wait, didn't someone import the AI into MilkShape to work with animations? Can't it be reskinned that way? Or at least converted to something that can be read into MAX?
ascottk on 10/7/2006 at 16:48
Quote Posted by Shadowspawn
Eventually I'll get to building a converter from the psk file to something else, like 3DS, but it'll be while. The IBT code was hard enough! :mad:
Wait, didn't someone import the AI into MilkShape to work with animations? Can't it be reskinned that way? Or at least converted to something that can be read into MAX?
Shockeye made a t3 psk importer for Milkshape:
(
http://home.ripway.com/2005-4/295136/t3import.zip)
Here's the tutorial I made for converting the animations to 3ds max:
(
http://ttlg.com/wiki/index.php?title=Converting_Animations_to_3DSMax)
Converting skeletal meshes is essentially the same technique:
* Import the psk into Milkshape with the t3 importer.
* Export the psk as a Half-Life smd as a reference.
* Import the smd into 3ds max using Cannonfodder's max plugin:
(
http://www.chaosincarnate.net/cannonfodder/cftools.php?program=3dsmax)
Uncheck: Prompt for missing textures, and Rebuild smoothing groups.
* Reskin, physique, export with actorx
massimilianogoi on 9/12/2008 at 13:12
So, the answer is (
http://www.sendspace.com/file/10xnsw) Thief 3 PSK importer for Milkshape3D by Shockeye
But this scripts didn't import the unwrap properly, so, I will have to adjust all the unwrap properties.
I am working on a mechanist guard. But there's a problem, maybe in the normal map here:
Inline Image:
http://i38.tinypic.com/9ispyq.jpgTo the left you can compare with an original AI. I've enhanced that skirt too, but appears that dark area, in 3dsmax preview too. Only in full bright option, in the Thief Editor, the halo disappear. Someone knows something about?
ShadowSneaker on 9/12/2008 at 13:22
Tiens said to replace existing skins with the Mechanist ones. The flap was to be switched with the zombie flap which is torn, I believe. Did you do it that way?
SS
massimilianogoi on 9/12/2008 at 13:36
Hm! No! I replaced with that of the hammerite, since they are similar...
Maybe it worths a try...
massimilianogoi on 10/12/2008 at 11:34
Nothing! :mad:
The halo remains
Inline Image:
http://i33.tinypic.com/2ufu04m.jpg------
adjournmentnothing... I tried to export it without preserving the MAX's Texture Coordinates and after unwrapping again, but unsuccesful: that halo remains :/
I tried also to deactivate the normal map, but no matter...
It seems a real 3dsmax buggy...
------
adjournmentFound the solution!!
It seems that this lower area interferes with the shading:
Inline Image:
http://i36.tinypic.com/24fmusz.jpgOtherwise, cutting that part removes the 3d depth effect of the skirt, so, I'll have to check if the verticles are imported correctly...
ShadowSneaker on 10/12/2008 at 13:26
Well done. Why exactly did you want to open it in 3DsMax? Are you trying to make a new mechanist class so you don't have to rename the skins to add them or something?
SS