sNeaksieGarrett on 28/11/2004 at 22:20
Nice lamp sluggs! :thumb:
- angrypenguin, you need to go to "object-->export" and convert the an8 file to a .3ds Then from there, you use 3ds2bin. ;)
Quote Posted by Thiefsie Fool
Converting requires a few applications. N3ds2e and BSP to turn .an8 into .bin.
You can actually convert a .an8 file? :confused:
-I gots a question for y'all. How do I import skins from thief? (like instead of using just a color from the materials editor?) :confused:
~SG
Sluggs on 28/11/2004 at 22:25
Just extract OBJ.CRF from the RES folder in your main T2 directory. You'll find them all in there.
You can't convert an .an8 file. It needs to be a .3ds file.
Thanks for all your comments Taffers' and thanks for using my objects. I'll be gone tomorrow.
I'll be baaaaaack! :sly: :thumb:
sNeaksieGarrett on 28/11/2004 at 22:36
I'm confused... :confused: I should have specified, I was talking about importing skins into dromed.
Quote:
I'll be gone tomorrow.
Aw man.... :( Have a good journey man! ;)
~SG
Sluggs on 28/11/2004 at 22:40
Ahhh! :rolleyes: :laff:
Create a folder in your main T2 directory called "Obj" and in that create one called "Txt16" Pop your object in the Obj folder and your textures in the Obj/Txt16 folder
BTW, if you use any of the original T2 textures on your objects, then there's no need to create a Txt16 folder.
sNeaksieGarrett on 28/11/2004 at 22:47
Oh i get it. You are saying to convert my 3ds to a bin file and then put it in my obj folder, and then the textures I want put into txt16...... ;)
So I'm guessing once in dromed, I would have to figure out how to connect those textures with my bin file. A sad bit o' news though. I tried to convert my eggplant_final.3ds to eggplant_final.bin with NV's version of 3ds2bin, and it failes to convert. :confused: Could it be the name, too many polygons as I was told about, or something missing? :confused:
Sluggs on 28/11/2004 at 23:21
Poly's dude. Waaaaay too many poly's! :eek:
Quote:
So I'm guessing once in dromed, I would have to figure out how to connect those textures with my bin file
Eh?
Nah! Your model should be fine in Dromed if everything's in it's correct place.
Before converting to a .bin file, you'll want to edit the .e file first...
Example1:
This was in the .e file when i converted my last model, the Lantern...
MATERIALS{
1,"material04",,TMAP "iron.gif",0,TRANSP 0;
2,"material03",,TMAP "red.gif",0,TRANSP 0;
3,"material02",,TMAP "white.gif",0,TRANSP 0;
4,"material01",,TMAP "WINPAIN.GIF",0,TRANSP 50;
Example2:
After editing...
MATERIALS{
1,"material04",PHONG,TMAP "iron.gif",0,TRANSP 0,DBL;
2,"material03",PHONG,TMAP "red.gif",0,TRANSP 0,DBL;
3,"material02",PHONG,TMAP "white.gif",0,TRANSP 0;
4,"material01",PHONG,TMAP "WINPAIN.GIF",0,TRANSP 50,DBL;
You'll want to add "PHONG" to your lines, insert it in-between the two comma's in each line. This makes the model look smoother in-game.
Looks daunting doesn't it? :sly:
sNeaksieGarrett on 29/11/2004 at 00:21
Aha, I knew I was missing something here. I just had .3ds to .bin, nothing about a .e file
GORT on 29/11/2004 at 15:29
I'll try to give you that .an8 file as soon as I can. :thumb:
Quote:
sluggs: There's no need Gort thankyou. It was just a suggestion for you. I'd like to see a new cart so i'll be making one myself. (I'll be basing it on a cart model from the game "Rune") You carry on making your own models.
:erm: Oh, I see. Well, I've got them done anyway. Who wants 'em? There are three types. (Well, two actually. Just that one is in the same position as that old cart model.)
GORT on 29/11/2004 at 16:04
Hmmm... Do you still want me to make some kind of compass model? I'll see what I can do. :)