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Thread: Prom, you still around m8 ?
scorpiomidget

Replies: 2
Views: 1,258
06-22-2009 23:57 Forum: General Discussion


"By the end of July v1.5 rc1 will be out for registered users to test."

Awesome ! buy that man a beer Smile
Thread: Prom, you still around m8 ?
scorpiomidget

Replies: 2
Views: 1,258
Prom, you still around m8 ? 06-14-2009 10:58 Forum: General Discussion


As the title says, are you still around ? i see you visit the forums but theres been nothing posted for ... well quite some time Crying

Give us a progress update even if its just a 1 line summary Tongue
Thread: Tiny model problem
scorpiomidget

Replies: 0
Views: 1,109
Tiny model problem 12-23-2008 23:37 Forum: Tutorials / Help / Questions


Following on from my MS3D exporter request.

Why am i still using MS3D when LR3D is so good ?

Good question ! basically i was having difficulty working with LR3D and the new 3D engine i'm writing my game in. Caused by the small model scaling i use. And theres some still some problems with the DirectX exporter not conforming to applications that use the DirectX API to directly load files ... but i'll leave that problem for another day.

I can't comment on V1.5 but in 1.4(update 1), take for example the Jake.ray file. Rescale all by 1%. so now the figure is 1.74 high instead of 174.

Now try to frame all in a view or manually zoom in ... just doesnt frame that tiny model up very well.

... or maybe theres some Setting i'm missing in the LR3D options ... can't find one though.

Thoughts Prom. Confused
Thread: MS3D Exporter
scorpiomidget

Replies: 3
Views: 1,180
12-23-2008 23:30 Forum: Bug Reports


Filepaths ... yeah your probably right /slap ms3d.
Manually moving the textures or getting the plugin todo it ... well i'm lazy why not get the damn software to do it Smile in fact can it make the T 2 Confused Pleased

Regarding the changes to the material problem.

I was going to go back and alter the plugin s/code i've got for ms3d so it can have an option to output a 'rootbone'.

Why ? well i was having some problems exporting a few models that didnt have a rootbone @ 0,0,0 ... the extrarot code we added screwed up the alignment of mesh and bones. So i had to manually add a rootbone and then all was fine.

Would just be nice to have that as a little option Smile

I can make the changes and probably fix the material bug 2 if you want, just let me have the latest version of the ms3d exporter code as i think yours is now a later version to mine (the last code i had didnt have the function finished for writing out the ms3d file in binary format for export.

Or ... if you want to fix the materials, can you add in the rootbone option please Tongue

could prob have some tickbox's for export animation, materials blah blah blah.
Thread: Edit Keys - Animation Editor
scorpiomidget

Replies: 3
Views: 1,091
12-23-2008 16:45 Forum: Wish List / Suggestions


Sweet !

I was just reading your 1.5update, some very cool stuff you've been working on, keep it up Smile
Thread: Biped Motion Files
scorpiomidget

Replies: 3
Views: 1,492
12-19-2008 14:20 Forum: General Discussion


Missing 'inplace' versions of the "Run" and "Walk" Bpd files are attached to previous post. Enjoy.
Thread: MS3D Exporter
scorpiomidget

Replies: 3
Views: 1,180
12-19-2008 13:56 Forum: Bug Reports


And then theres another problem.

You'll notice after loading the exported model up in MS3D, that the following 'groups' have no 'material' assigned to them:
pants
rshoe
lshoe

But Head, jacket1, hands, leye, reye 'groups' do have the correct 'materials' set.
Thread: MS3D Exporter
scorpiomidget

Replies: 3
Views: 1,180
MS3D Exporter 12-19-2008 13:53 Forum: Bug Reports


Strange material image path behaviour.

>----------------- STEP 1 ------------------<

Using V1.41 of LR3D.

Load up the 'Jake' rigged model [Download it from the 'sample files' resources page on this website.]

Now goto the Materials tab and browse them, you'll see they have the original paths used to create them.
For example: "C:\SX\Tools\sxAnimator\Scenes\Resources\Human\Characters\Jake\jeans2.jpg"

The materials do draw though as LR3D has just loaded from the same folder as the model.
But it didnt change the model file paths.

>----------------- STEP 2 ------------------<

Export to MS3D as a Binary file.

Load in MS3D.

Materials will be empty:
1. If you exported the file to a different folder, the image files are not copied over.

2. The paths for the images dont point to the original location before export.

>======================<

Certainly the paths of images needs sorting out. If LR3D is actually displaying an image, then it should export that images path correctly.

Not essential but maybe an option to export the images to the new folder would be useful.
Thread: Biped Motion Files
scorpiomidget

Replies: 3
Views: 1,492
12-18-2008 21:39 Forum: General Discussion


List of files that were added to the BIPED->MOTIONS folders, based on existing non-inplace versions.

[Run]
Run_inplace
Run2_inplace
Run_scared_inplace

[Walk]
Walk_default_inplace
Walk_slow_inplace
Walk_fast_inplace
Walk_femail_inplace
Stepside_left_inplace
Stepside_right_inplace
Thread: Edit Keys - Animation Editor
scorpiomidget

Replies: 3
Views: 1,091
12-18-2008 21:14 Forum: Wish List / Suggestions


Also ... Smile ... hows about enabling double click of keyframe on animation editor to bring up Edit Keys window ?
Thread: Monster Biped Motions
scorpiomidget

Replies: 0
Views: 779
Monster Biped Motions 12-18-2008 21:11 Forum: Tutorials / Help / Questions


In the Biped-Motions folder theres 2 biped motion files for
Monster
and
Zombie

But theres no corresponding .ray file in the "Character" folder ?

Are these ray files lurking somewhere and i've just missed them ?
Thread: Biped Motion Files
scorpiomidget

Replies: 3
Views: 1,492
Biped Motion Files 12-18-2008 21:10 Forum: General Discussion


I'll be uploading some missing "Inplace" versions of the existing BIPED Motion files soon, for example 'Walk_inplace", "Walk_slow_inplace" etc

Anyone else produced some BIPED Motion files they would like to share ?

Specially i'm looking for "Swim" and "Tread water" Biped motion files.
Thread: Edit Keys - Animation Editor
scorpiomidget

Replies: 3
Views: 1,091
Edit Keys - Animation Editor 12-18-2008 21:07 Forum: Wish List / Suggestions


Hi m8, any chance that on the "Edit Key" window can you add 2 buttons. [Prev Keyframe] , [Next Keyframe] ?

For example i've been making some new BIPED motion files where there are not currently "Inplace" versions ... Walk, Walk Slow, Walk Fast etc

It would be so much quicker if you could call up the "animation editor" choose a bone + keyframe, click edit and then type in your new position / rotation etc and from that point on just click, [Next Keyframe] ...

At the moment its very tedious to manually edit many keyframes.

P.S.
Once i've finished adding in the missing 'inplace' versions of the motion files i'll upload them here.
Thread: Hi Prom !
scorpiomidget

Replies: 5
Views: 3,182
05-31-2007 16:24 Forum: General Discussion


Hi Jed,

quote:
Originally posted by Jed
Hello Scorpio, i have some questions for you. Can you contact me on msn plz? (can see it on my profile)


Just PM me on here, but I can't tell you anything about MoHxx or CoD if that' what it concerns. I no longer have any of my old resources for game modding.
Thread: DirectX Exporter
scorpiomidget

Replies: 2
Views: 3,380
RE: DirectX Exporter 05-31-2007 16:22 Forum: SDK


Another request Smile sorry 4 being a pain.

Option so we don't need it, the texture information will not be exported.
Thread: DirectX Exporter
scorpiomidget

Replies: 2
Views: 3,380
RE: DirectX Exporter 05-30-2007 19:56 Forum: SDK


Forgot to mention it's also missing out the use of the tickspersecond template, this can cause issues when a model is imported into a 3rd party 3d engine as the animation may not play at the correct speed.

template AnimTicksPerSecond {
<9e415a43-7ba6-4a73-8743-b73d47e88476>
DWORD AnimTicksPerSecond;
}

AnimTicksPerSecond {
4800;
}
Thread: DirectX Exporter
scorpiomidget

Replies: 2
Views: 3,380
DirectX Exporter 05-30-2007 16:44 Forum: SDK


Hi Prom,

Any chance you can send me over the source-code for the Direct X exporter ?

Why ? ... well i need to alter the way it constructs the filles so the animations work correctly in the 3D Engine were using.

What's the problem ?
Currently the way it exports the frames is all the bones go in one tree and all the meshs go in another tree.

I actually need the bones and mesh's to be in a single unified tree. with a Scene root inserted at the base.

The layout would be exactly as per the tiny.x file in the directx sdk.

so as an example

Frame scene root
... Frame scene mesh
....... Frame scene root bone
........... Frame scene next bone
....... End of frame
... End of frame
End of frame
etc etc

instead of

Frame scene bone
...
end of frame

Frame scene mesh
...
end of fame
Thread: Hi Prom !
scorpiomidget

Replies: 5
Views: 3,182
05-29-2007 17:51 Forum: General Discussion


Hi guys, yeah i'm still alive LOL, just busy busy busy.

Instead of modding others work i decided some time ago to mod my own stuff ... yep using LR3D for the modelling side of a Persistant Multiplayer Space shooter we've been working on.
Thread: Collision Modifier or Utility
scorpiomidget

Replies: 3
Views: 1,918
10-28-2006 19:25 Forum: Wish List / Suggestions


quote:
Originally posted by Prometheus
That would make things easier, especially for Torque exports Wink

Yeah ... Pleased
Thread: Request - Collision
scorpiomidget

Replies: 4
Views: 1,895
10-28-2006 19:24 Forum: Torque Game Engine


quote:
Originally posted by Prometheus
Default collision meshes(cylinder,bounding box) are created by Torque's SDK during export.

Presume u mean the LR3D exporter, which i know as i've been using it.
Just would have been nice 2 see those collision meshes after the xport while i was sitll in lr3d.

quote:
What you need is a collision box,cylinder,sphere creator(modifier,script or utility) to create collision meshes for previewing or tinkering.

Indeed, as i requested in a sepeate thread Smile
Showing posts 1 to 20 of 27 results Pages (2): [1] 2 next »

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