Can anyone point me to a tutorial for creating custom armor models....specifically for blender. I have my model and texture ready but no matter what i do i just can't make it standalone. Works perfect when replacing an existing model
but when i try to export it as fbx to create my own standalone model with the commandline tools...it seems that only the verticies are exported.
I tried doing the same thing with a stock model and same thing happened. Most of the time it just crashes the gui commandline tools. I would really like to make this a stand alone model since it replaces almost every model of that type.I can make stand alone weapons all day but armor seems to be problematic for me.....
any help would be appreciated
custom armor problems
Débuté par
Trumpdog001
, août 11 2010 10:03
#1
Posté 11 août 2010 - 10:03
#2
Posté 11 août 2010 - 10:21
for weapons this is easy because there is no skeleton needed. armors do need a skeleton because they are replacing the appropriate part of the body. so i guess you are running into problems because (at least so do i know) no available blender exporter handles skeletons, but there is a somehow easy workaround: export your mesh as an obj, download gmax and use eshmes marvelous tools to import a vanilla armor mesh, replace it with your mesh, do the weighting and export to use it within the toolset.
gmax is free like blender
gmax is free like blender
Modifié par -Semper-, 11 août 2010 - 10:23 .
#3
Posté 11 août 2010 - 11:15
A work-around way to make it standalone model rather than replacement -- suppose you're doing a light armour. Do everything the way you'd make a replacement for one of existing light armours. Then rename .mmh, .msh and .phy file for the armour to something new. Finally, open these renamed files with the Toolset and edit file names stored there to match the new ones.
Then you can use this new armour to define brand new appearance in .2da files, and use that appearance in your items like all others.
Then you can use this new armour to define brand new appearance in .2da files, and use that appearance in your items like all others.
#4
Posté 12 août 2010 - 02:27
tmp7704 wrote...
A work-around way to make it standalone model rather than replacement -- suppose you're doing a light armour. Do everything the way you'd make a replacement for one of existing light armours. Then rename .mmh, .msh and .phy file for the armour to something new. Finally, open these renamed files with the Toolset and edit file names stored there to match the new ones.
Then you can use this new armour to define brand new appearance in .2da files, and use that appearance in your items like all others.
worked. Made things so much easier. Tyvm to both of you for the responses was gonna take the gmax way but it took me ages to understand what i know about blender.It was like trying to learn another language. I Opened up gmax and it was like a whole new language to me lol
I had no idea toolset could open those files.
Modifié par Trumpdog001, 12 août 2010 - 02:31 .
#5
Posté 12 août 2010 - 02:39
new problem....
The hands and feet show through the new model, gloves and boots as well. How do i stop that?
My model has boots and gloves merged into it and uses bone weights from a model that has the same
The hands and feet show through the new model, gloves and boots as well. How do i stop that?
My model has boots and gloves merged into it and uses bone weights from a model that has the same
#6
Posté 12 août 2010 - 03:32
problem solved....since it uses the full body, it had to be put ingame as clothing since the other armor types dont have boot and gloves merged into them.





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