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#26
Lotion Soronarr

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I'm a bit slow with those weapons, since I started to do scripting and working with the toolset, so I have less time for them. Don't worry, I'll finish the weapons soon ;)



If it starts to drag, I will uplolad the meshes.

#27
Dark_Ansem

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you made those? wonderful work.



but how exactly did you import those? I'm having a nightmare with that stupid Blender.

#28
Lotion Soronarr

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I actully use Truspace 5.1 and 3D Max 7.0. import-export between them works fine.



Taht said, I tried importing a a test sword into the game...didn't works, since .fbx file didn't want to convert. I followed hte tutorials too. I must be doing something wrong when exporting from 3DMax to .fbx.

#29
karanokyoukai1

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Well i won't pretend to understand the methods you've used or the converting troubles you've encountered, but at least it's good to know they will be released at some point. (they truly are awesome.)

#30
DarthParametric

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Weapons are just static meshes. They don't have any bones/weighting. That means you can just export them as an OBJ which should give you far less grief.

For meshes that are animated, like armour, you can export directly from Max using ChewyGumball's scripts.

Modifié par DarthParametric, 11 janvier 2010 - 09:00 .


#31
karanokyoukai1

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----> Darth's post



[^_^]



My head.

#32
Dark_Ansem

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has someone made a tutorial for amor?

#33
DarthParametric

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Tutorial for what? Modelling? Boning/weighting? There's nothing special required for DA in that regard. Use the standard practice for whatever your modelling app is. It's the scene setup and export where there's some wrangling for DA. ChewyGumball's instructions detail how to do that.

#34
Dark_Ansem

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I mean, a tutorial for importing custom armor. how to make it adhere to the skeleton, how to eventually make a piace that covers chest-gloves-boost without having the models clip and so on. a tutorial close to the game.