Edited by xanatos, 27 January 2008 - 07:53 AM.
skinning new models
#1
Posted 25 January 2008 - 11:12 PM
#2
Posted 27 January 2008 - 06:52 PM
#3
Posted 28 January 2008 - 08:41 AM
Edited by xanatos, 28 January 2008 - 08:42 AM.
#4
Posted 29 January 2008 - 12:02 AM
#5
Posted 30 January 2008 - 12:03 AM
#6
Posted 03 April 2008 - 05:04 AM
i used the defualt blinn shaderDid you use a shader to apply the skin?
#7
Posted 03 April 2008 - 08:59 PM
#8
Posted 04 April 2008 - 01:34 AM
Sorry to sound like an idiot but how do I do that?Don't. Use one of the shaders that came with the EaW or FoC Map Editor.
#9
Posted 04 April 2008 - 04:12 AM
Then make sure you're running dx 9 mode and choose the shader.
#10
Posted 04 April 2008 - 07:34 AM
Download the editor. Install it. Go to Mods/Source/Art/Shaders and copy everything in there to 3ds Max #/maps/fx
Then make sure you're running dx 9 mode and choose the shader.
Thanks with the modeling help got it worked out, but in game every thing still passes through my model is there an option somewhere to make it solid?
#11
Posted 04 April 2008 - 03:37 PM
That is done with an entirely separate mesh aka the collision mesh. You either clone the model you are using and greatly reduce the polies or you can make a specific mesh around your model, apply the collision shader. Then use the alamo utility.Download the editor. Install it. Go to Mods/Source/Art/Shaders and copy everything in there to 3ds Max #/maps/fx
Then make sure you're running dx 9 mode and choose the shader.
Thanks with the modeling help got it worked out, but in game every thing still passes through my model is there an option somewhere to make it solid?
#12
Posted 04 April 2008 - 11:02 PM
#13
Posted 05 April 2008 - 06:35 AM
last question hopefully how do i add bones to my model to mount hardpoints onto?
#14
Posted 05 April 2008 - 01:48 PM
Just make sure that the pivot point has the red arrow pointing in the direction you want it to. Angle snap toggle comes in handy here, it makes you rotate things in increments of 5 degrees.
#15
Posted 02 May 2008 - 06:46 AM
It can be an object, a bone, a dummy, a point, a proxy, etc. I usually use points or dummies for my bones so I don't accidentally convert them to objects.
Just make sure that the pivot point has the red arrow pointing in the direction you want it to. Angle snap toggle comes in handy here, it makes you rotate things in increments of 5 degrees.
I have got the hard points to connect but all the weapon hardpoints dont shoot. Here is the code i was using to test the weapon haed points:
<HardPoint Name="HP_Dreadnaught_Weapon_FL">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_LASERCANNON</Tooltip_Text>
<Health>350.0</Health>
<Death_Explosion_Particles> Large_Explosion_Space </Death_Explosion_Particles>
<Death_Explosion_SFXEvent>Unit_Hardpoint_Laser_Death</Death_Explosion_SFXEvent>
<Attachment_Bone>HP_F-L_Bone</Attachment_Bone>
<Collision_Mesh>HP_B-L_COLL</Collision_Mesh>
<Damage_Decal>HP_B-L_BLAST</Damage_Decal>
<Damage_Particles>HP_B-L_EMITDAMAGE</Damage_Particles>
<Death_Breakoff_Prop> Hardpoint_Breakoff_AAFrigate_Weapon_BL </Death_Breakoff_Prop>
<Damage_Type> Damage_Assault_Frigate </Damage_Type>
<Fire_Bone_A>FP_B-L_00</Fire_Bone_A>
<Fire_Bone_B>FP_B-L_01</Fire_Bone_B>
<Fire_Cone_Width>360</Fire_Cone_Width>
<Fire_Cone_Height>360</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Ship_Large_Laser_Cannon_Red</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>4.0</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>4</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.3</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1400.0</Fire_Range_Distance>
<Fire_SFXEvent>Unit_Rebel_Ship_Laser_Fire</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Fighter, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>
</HardPoint>
Edited by xanatos, 04 May 2008 - 07:59 AM.
#16 Guest_Pupochek-dinozavr_*
Posted 30 May 2011 - 04:10 PM
because I have exported the model with a green texture, and did everything how written here.
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