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Post by Bravo 1 on Dec 3, 2004 4:46:46 GMT -5
...it seems to be importing the meshes inside out (I didn't notice with the other mesh because it was a tube so inside out the texture was the same and so was the tube). ...is there a quick fix or something? Inside out can you post a pic, ehat are you up to anyway? still fiddling with that lift thingy? No...something else...seeeecret! Here: ...it's supposed to be x/ex_de_ship, just like the chargen one... Looks just fine to me, Bravo The importer does this with a few (too many) meshes. Milkshape gets all flustered if the mesh is too big so you'll have to select all and scale to 0.1 to edit it, then it's just a matter of rearranging the component parts. Not ideal I know but you sometimes have to suffer for your art ;D Don't forget to scale it up by 10 before you export it! Why not start with something simple like a crate? I see...well, I've worked with MAX, so it's not a matter of skill...I *do* know the basics...thanks for the tip with the scale though! Max occasionally splits things up as well if they are large, i opened a building once and the bits were all over the place You say it's inside out do you mean the faces are looking inwards instead of outwards? if so you might need to flip the normals although how you do it with milkshape i don't know Bet i can guess what this is going to be ;D
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Post by Bravo 1 on Dec 3, 2004 4:49:44 GMT -5
Betcha you can too...shhh! It's not my secret to give out really... ...gah, I've got two big meshes then, but this one is so messes up, with bits and pieces going through it...how am I supposed to extract that mast and the keel out of the middle of that thing. Cali, does MAX at least import this well (I could get my MAX over christmas and then import it there and convert it to something milkshape can open...and of course scale it) It might do, i had no trouble when i looked at the BM house meshes, the one that got all screwy when i imported was a custom mesh not a bethesda one. I think if we carry on this topic it might be an idea to do it in the tutorial section where the max stuff is rather than clogging Redwoodtreesprites thread with it Bravo, to select different groups easily, go to >edit>select none then on the right hand side click on the 'groups' tab and go through the list, clicking select on and off until you get the correct part. Alternatively, click on the 'model' tab, click the 'select' button and under select options, click 'group' . P.S. All this is in the help file which I'm sure you downloaded P.P.S. I didn't mean to question your modelling skills, Bravo. Sorry about that Regan: It's been so long, I'd forgotten about groups! PS - help file? I *never* use help files! All jokes aside, I tend to learn better just by experimenting...
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Post by Bravo 1 on Dec 3, 2004 17:53:24 GMT -5
Question: How do you assign/specify texture locations to an already imported mesh?
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Post by motoki on Dec 3, 2004 18:03:42 GMT -5
In Max? Wouldn't you just use the materials to reassign any textures? It's been a while for me and I am not quite sure what you mean.
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Post by Bravo 1 on Dec 3, 2004 19:03:52 GMT -5
In Milkshape...I just reassigned ALL of the materials, but when I export I get "no texture specified, aborting export"
...yet I've reassigend all of the groups (~20-30)
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Regan
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Post by Regan on Dec 3, 2004 19:16:19 GMT -5
Are you absolutely sure all the groups have a texture specified? I know when I tried to export a BC mesh there was a strange reference point that had no texture and was hardly visible, maybe this is a similar thing. EDIT: I've just imported ex_de_ship the exported it no problem so it's not that. Disregard what I said. Or not. up to you
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Post by Bravo 1 on Dec 3, 2004 19:35:43 GMT -5
Well, I had it imported in 3ds in MAX, crossed it over to Milkshape (and lost all of the texture references). I then reassigend all the textures, but of course the buffers don't have textures! ...and when I export I get that...Regan, if you want I can send you the milkshape format file...
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Post by Regan on Dec 4, 2004 3:36:34 GMT -5
Yes, Bravo, E-mail me the .MS3D file and I'll see if my meager knowledge can be of any use. Do BC meshes / BB meshes always have groups without textures? , I'm thinking that if they take the left ankle slot then maybe one could assign a texture in MS3D, then possibly remove it with a hex editing program.
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Post by Bravo 1 on Dec 4, 2004 7:12:10 GMT -5
Statics have 'buffers' that act as collision walls...I made them invisible as otherwise I know from experience what would happen...
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Post by Regan on Dec 4, 2004 7:20:05 GMT -5
Those collision walls were only to stop the PC jumping off before character creation weren't they? You could always remove them and use the "Collision Wall - INVISO!!" object in the CS. Or assign a new texture and make it transparent with alpha mapping.
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Post by Bravo 1 on Dec 4, 2004 12:00:09 GMT -5
I don't think so, all statics have buffers...but I'm not *quite* sure why, Cali, Mo ...do you guys know? I mean isn't the mesh itself by default 'solid' ?
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Post by Calislahn on Dec 4, 2004 12:05:34 GMT -5
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Post by Regan on Dec 4, 2004 12:15:55 GMT -5
You've lost me with all this buffer jargon. I do know that any 'static' mesh, even my crude attempts, is solid in the game world. Try making a cube and dropping in it Seyda Neen and you'll see what I mean. Maybe for moving objects you need a collision box but I thought the engine handled that. If it's not a personal question, what are doing with this ship?
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Post by Bravo 1 on Dec 4, 2004 12:19:17 GMT -5
I see...ok, so picture this: A very detailed ship with nooks and crannies...well, instead of having your character get stuck in them, why not put an INVISIBLE BUFFER onto/over all those spots on the mesh, insuring that nobody would get stuck and whoever uses that mesh would not need to worry about that. Also, Regan, this ship will have a script attached to it, so using collision walls would make things a LOT more complicated...
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Post by Regan on Dec 4, 2004 12:49:08 GMT -5
Yes, it worked ;D
Although the texture I assigned isn't transparent and I've forgotten how to make it so. You might want to ask Cali for a small totally transparent texture.
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