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skinning new models


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#1 xanatos

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Posted 25 January 2008 - 11:12 PM

Ive just created a new model and exported it to .alo it works in game but i cant get the dds skin to work is there a file some where you have to change to join the .dds and alo files

Edited by xanatos, 27 January 2008 - 07:53 AM.


#2 Duke

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Posted 27 January 2008 - 06:52 PM

Did you apply the texture to the model in max before you exported?

#3 xanatos

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Posted 28 January 2008 - 08:41 AM

kind of new to 3ds max how do i apply the dds texture im guessing its differant from adding matierals

Edited by xanatos, 28 January 2008 - 08:42 AM.


#4 Duke

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Posted 29 January 2008 - 12:02 AM

Click on the object you want to apply it to, hit M drag and drop your texture onto one of the little spheres, hit the apply button (I think) can't remember entirely what it's called but there's a couple of little boxes.

#5 Dr. Nick

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Posted 30 January 2008 - 12:03 AM

Did you use a shader to apply the skin?
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#6 xanatos

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Posted 03 April 2008 - 05:04 AM

Did you use a shader to apply the skin?

i used the defualt blinn shader

#7 Dr. Nick

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Posted 03 April 2008 - 08:59 PM

Don't. Use one of the shaders that came with the EaW or FoC Map Editor.
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#8 xanatos

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Posted 04 April 2008 - 01:34 AM

Don't. Use one of the shaders that came with the EaW or FoC Map Editor.

Sorry to sound like an idiot but how do I do that?

#9 Dr. Nick

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Posted 04 April 2008 - 04:12 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.
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#10 xanatos

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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 Kelathin

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Posted 04 April 2008 - 03:37 PM

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?

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.

#12 Dr. Nick

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Posted 04 April 2008 - 11:02 PM

And in the Alamo utility, you need to check Hidden and Enable collision for that mesh.
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#13 xanatos

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Posted 05 April 2008 - 06:35 AM

thanks thats working fine now,
last question hopefully how do i add bones to my model to mount hardpoints onto?

#14 Dr. Nick

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Posted 05 April 2008 - 01:48 PM

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.
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#15 xanatos

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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_*

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Posted 30 May 2011 - 04:10 PM

but how to run dx 9 mode? :huh:
because I have exported the model with a green texture, and did everything how written here. :sad:




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