Hidden in shadows on 9/10/2005 at 20:16
oh yeah I got it:D
My first complete, working, textured model and it's in dromed;)
The only problem's that the book is not correctly aligned in dromed. I've set the dimensions, hopefully they're correct, but you can see the deviation when you have set to view solid+selection. They don't match:wot:
Ottoj55 on 9/10/2005 at 21:45
? screenshot please.
Ottoj55 on 9/10/2005 at 22:16
the object is off center in anim8or, before exporting select all the objects and sub objects, make them a group, then select edit, locate about center, then export.
Yandros on 10/10/2005 at 03:19
If you use NV's 3ds->bin utility, it can also automatically center it when you convert it back to .bin.
Hidden in shadows on 10/10/2005 at 12:05
I got it fixed and even made a nice table:cheeky:
I downloaded 3ds -> bin but haven't installed it yet. Still looking for all the files that it needs to run and setting them up.
Schwaa2 on 27/10/2005 at 18:02
Quote Posted by Ottoj55
thanks to the sudden reapperance of targa, some nice tuts by schwaa, and a pm to shadowspawn that really just solidified things in my head, i solved by combat bot problem, and boy am i glad.
meshbld doesn't love you.
there, thats the basic problem.
or to more specific. when building static objects its common to build them with multiple parts that are combined. this is old hat so to speak. meshes are different.
the problem is that the legs, the arms and the main body consisted of multiple parts, these parts were combined and exported in "logical" groups. that is, the body of the robot, the boiler door plates, and the pelvis area are a "logical" group. these combined areas were sent to lithunwrap to be mapped for a texture, and then textured up. viola, a single textured mainbody piece that can be reimported to anim8or. NO, the single new piece when returned to anim8or is somehow NOT the same as the pieces that were texture mapped on their own.
now, probably unrelated, the "bad" parts all lack the smooth angle data, so deleting them i was able to produce a robot with feet, hips and gun barrels, the "good" parts.
here you see the "good" parts in action trying to kill me
Inline Image:
http://www.jasonotto.net/screenshots/edlives01.jpgso now i have to rebuild the "bad" parts, and check them one at a time as i complete my kill bot. but its good to know that i've solved the problem after nearly 8 months of waiting.
Jason, it's good to see you making progress on this. You're right, Meshbuild does not Love you.
Anyway, I'm not sure where that tex prob came from, you might want to try running the obj thru Accutrans(freeware, google can find it) after Lithunwrap. And DO let accutrans split up the sub objs by texture when you import. Save as 3ds over the original (keep back-up).
Now you SHOULD have the mesh in Animator with correct texture mapping on alot of seperate parts, combine them in Animator and export. Make ALL objs one piece in Animator.
If that doesn't work, send me the original textured 3ds and I'll export it from Max for you.
I had probs i Morrowind if i combined different textured parts they would all get mapped like the base peice. If the base was planar and a sub obj was cylindrical and i combined them they'd both be planar mapped in the game, same for tiling, transparency,ect...
Lithwrap might be doing the same thing to you. (or importing into Animator without seperating the pieces first might be.
I've noticed that somewhere in the conversion of original T2 meshes parts split on texture basis so Animator has no prob.
Ottoj55 on 27/10/2005 at 22:40
thanks schwaa, this guy is back on hold, i built the arms wrong, not understanding the elbow joint, and the main body is still bugged, i have the files, and i will be rebuilding the arms soon, its a side project i just don't need right now.
Yandros on 3/11/2005 at 12:10
No vhot needed, just position an emitter near the tip and the cannonball will "appear" from the end of the cannon.