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Need help with models in RenX


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#1 Illuvatar

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Posted 19 April 2010 - 02:36 PM

Hi, I'm sorta new to BFME graphics, but pretty proficient with modding so far... I'm just starting out, and I have a problem with models and animations in RenX. I've downloaded the W3D Importer, and when I open a model in RenX, there are no animations (I've opened models that end with _runa or _runb, for example). Also, when I open up a model of a porter, for example, the cart shows up, but no builder guy! I'm tried this with a bunch of models, and none of the tutorials on the site seem to help... Can anyone offer any advice?

#2 NewErr

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Posted 19 April 2010 - 06:34 PM

If you use Renegade w3d viewer , animations won't play , you need the MOD SDK w3d viewer .Someone had the same problem here .

About the porter bug , never looked into it .I'll see if I have the same error .

Edited by Valaquenta10, 19 April 2010 - 06:35 PM.


#3 Illuvatar

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Posted 20 April 2010 - 08:28 AM

oh, ok... but i dont have 3dsmax, is that ok? (the download said the plugin was for 3ds 6,7, and 8) also, the porter guy was one of the few i've tried. should everything else look ok? maybe there is something wrong with the w3d importer... basically i just want to be able to see and edit models and animations in renX (or w3d viewer). in all the tut's here, they seem to have no problem editing anything. i mean, i know how to implement things into the game, its just i want to be able to create my own structures and maybe human/creature models.

#4 NewErr

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Posted 20 April 2010 - 02:02 PM

You can do it with Renx aswell . But only bfme1 animations can be imported or Rotwk , the bfme2 ones are done different and the importer can't run them .

#5 Illuvatar

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Posted 20 April 2010 - 02:04 PM

ohhh.... that might be why it's not working. so is there some way to view and edit the BFME2 animations?

#6 Kwen

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Posted 20 April 2010 - 04:01 PM

Nope.

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#7 Illuvatar

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Posted 21 April 2010 - 08:32 AM

not at all?! so how am I supposed to mod them?

#8 Nertea

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Posted 21 April 2010 - 10:22 AM

You have to work around it. Luckily you don't have to import animations (which is the only thing you can't do) to do very many (if any) of the tasks that modding requires.

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#9 NewErr

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Posted 21 April 2010 - 11:41 AM

Animating for human SKL can be/is a real pain .Just stick for modeling and rigging most of the time . ;)

#10 Illuvatar

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Posted 24 April 2010 - 05:33 AM

Wait... so I can make my own model, or reskin an existing model, and still have it have animations already in the game (for example, an attacking or running animation)?

#11 Ridder Geel

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Posted 24 April 2010 - 08:19 AM

Yes... you just need to rebind the model to the SKL... ;)
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#12 Illuvatar

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Posted 25 April 2010 - 07:03 AM

yeah... uh, that's the part i don't get. i've looked at tons of tutorials on it, but i just dont get the whole binding part which really sux cause its like the most crucial part to modding w3d models. can someone provide a link to a simple tutorial and / or simple explanation on how to bind?

#13 Nertea

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Posted 25 April 2010 - 07:37 AM

Rob's is probably the best out there

Edited by Nertea, 25 April 2010 - 07:38 AM.

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#14 EII Juggernaut

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Posted 08 August 2010 - 04:08 PM

how do i add to an existing model in renx like i got an easterling and removed his shield now he has no hand how do i make him a hand

#15 Kwen

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Posted 08 August 2010 - 06:11 PM

When deleting a dart of a model, make sure you ONLY select the vertices for the shield. Don't just drag the selection box over everything and hit delete. The shield and the body are two separate entities, just combined into one. So if you only select the shield vertices, the hand will still be there. :)

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