cheers
[TUTORIAL] How to add custom model to Toolset and the Game
#101
Posté 15 décembre 2009 - 09:18
cheers
#102
Posté 17 décembre 2009 - 08:18
#103
Posté 18 décembre 2009 - 08:50
Modifié par IKe0s, 20 décembre 2009 - 10:27 .
#104
Posté 19 décembre 2009 - 12:43
This would make having custom characters a great deal harder, since it'd be pure guesswork over what the basic polygon model ratio is and if they did anything fancy to the bones to make animations work. I heavily suspect they did something a bit unusual, going by the mods that are out which can replace certain 4 legged creatures with other 4 legged creatures, but in cutscenes the replaced model manages to flip onto its back and treat the tail like the neck moves in the original creature file. And this is with models already in the game.
Starting from scratch is going to be a rite mess.
#105
Posté 19 décembre 2009 - 03:42
#106
Posté 19 décembre 2009 - 03:57
I'm not talking about reskinning objects, but manipulating the actual polygon portion of it. Especially in how then said altered polygons would work with the bones.
#107
Posté 19 décembre 2009 - 04:05
#108
Posté 19 décembre 2009 - 04:08
#109
Posté 19 décembre 2009 - 07:49
#110
Posté 20 décembre 2009 - 12:55
Every mmh I convert with his tool that uses bones properly imports into 3dsmax 2010 with a skin set up.
Modifié par ChewyGumball, 20 décembre 2009 - 01:04 .
#111
Posté 20 décembre 2009 - 09:09
Im not using Max, so here the converter for the Alias FBX;
http://images.autode...nverter_win.exe
Modifié par IKe0s, 20 décembre 2009 - 12:21 .
#112
Posté 29 décembre 2009 - 11:26
nevermind
Modifié par Exede, 30 décembre 2009 - 10:26 .
#113
Posté 08 janvier 2010 - 08:59
#114
Posté 08 janvier 2010 - 11:49
#115
Posté 08 janvier 2010 - 06:29
#116
Posté 08 janvier 2010 - 06:32
I have my mesh and it shows up just fine in the toolset. I go to check it out in the game and....
It's not there. The game ACTS like it is, but the model doesn't actually show up.
#117
Posté 08 janvier 2010 - 07:11
says
Call to KFbxImporter Initialize failed
Error returned Corrupted or invalid file
mmh.xml conversion failed
Modifié par catspajamas19, 08 janvier 2010 - 07:12 .
#118
Posté 08 janvier 2010 - 09:40
Ambaryerno wrote...
Well, this seems to be a thematic problem for me....
I have my mesh and it shows up just fine in the toolset. I go to check it out in the game and....
It's not there. The game ACTS like it is, but the model doesn't actually show up.
you've made a module and compiled a script and so forth to give it to the player etc.? your normals are facing the right way?
#119
Posté 08 janvier 2010 - 10:03
I mean that. Literally. NOTHING. Normals all face out just like they should, so no backward faces in the modeling program.
#120
Posté 09 janvier 2010 - 04:45
on another note if anyone follows this tutorial, if you name your material in blender the correct name of the .mao file then you don't have to put a pause in Tazpn's tool. The name of the material seems to decide the name of the output .mao. so that pause and rename is an extra step.
#121
Posté 09 janvier 2010 - 11:03
catspajamas19 wrote...
Now when I drop my fbx file onto daobuilder.bat the cmd window
says
Call to KFbxImporter Initialize failed
Error returned Corrupted or invalid file
mmh.xml conversion failed
I've also been having issue with the model. Peering into previous activity showed that one of the contributers managed to get the katana working as a placable, his method into how he managed to do so isn't spelled out well enough for my rather passable understanding as a modeller or user of the toolset, (beyond adding custom inventory items with the pre-existing resources).
If we could get the the generated files that go into the toolset that would be capital. But a concise tutorial within a tutorial into how the builder crash was remedied would be awesome as well. I'm a shameless katana lover who wants his mythical world-vivisecting god sword composed of unobtanium. That madel looks sweet from the screens, the textures and compsited maps blend into the games vis-dev very well!
#122
Posté 09 janvier 2010 - 12:34
http://social.biowar...2935/blog/1633/
Modifié par DeepImpact, 11 janvier 2010 - 09:09 .
#123
Posté 10 janvier 2010 - 04:34
if youre just trying to get a weapon into the game you might try exporting an obj instead of the fbx. i had some issues with the tool using an fbx so someone suggested i use an obj and it worked better.TehDarkPrince wrote...
catspajamas19 wrote...
Now when I drop my fbx file onto daobuilder.bat the cmd window
says
Call to KFbxImporter Initialize failed
Error returned Corrupted or invalid file
mmh.xml conversion failed
I've also been having issue with the model. Peering into previous activity showed that one of the contributers managed to get the katana working as a placable, his method into how he managed to do so isn't spelled out well enough for my rather passable understanding as a modeller or user of the toolset, (beyond adding custom inventory items with the pre-existing resources).
If we could get the the generated files that go into the toolset that would be capital. But a concise tutorial within a tutorial into how the builder crash was remedied would be awesome as well. I'm a shameless katana lover who wants his mythical world-vivisecting god sword composed of unobtanium. That madel looks sweet from the screens, the textures and compsited maps blend into the games vis-dev very well!
#124
Posté 12 janvier 2010 - 05:27
I have another question: the textures must be in .dds format?
and can you make more but clearer steps (like, explaining why the naming is important, where to place the textures and so on). more detail please. I succesfully imported a model but it had no texture on it. I wonder where I got wrong.
also, what to do when exporting a .obj file it creates also a .mtl file?
#125
Posté 12 janvier 2010 - 08:25
Modifié par catspajamas19, 12 janvier 2010 - 08:51 .





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