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Thread: Prom, you still around m8 ? |
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"By the end of July v1.5 rc1 will be out for registered users to test."
Awesome ! buy that man a beer
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Thread: Prom, you still around m8 ? |
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As the title says, are you still around ? i see you visit the forums but theres been nothing posted for ... well quite some time
Give us a progress update even if its just a 1 line summary
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Thread: Tiny model problem |
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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.
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Thread: MS3D Exporter |
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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
in fact can it make the T 2
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
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
could prob have some tickbox's for export animation, materials blah blah blah.
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Thread: Biped Motion Files |
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Missing 'inplace' versions of the "Run" and "Walk" Bpd files are attached to previous post. Enjoy.
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Thread: MS3D Exporter |
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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.
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Thread: MS3D Exporter |
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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.
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Thread: Biped Motion Files |
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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
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Thread: Edit Keys - Animation Editor |
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Also ...
... hows about enabling double click of keyframe on animation editor to bring up Edit Keys window ?
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Thread: Monster Biped Motions |
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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 ?
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Thread: Biped Motion Files |
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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.
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Thread: Edit Keys - Animation Editor |
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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.
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Thread: Hi Prom ! |
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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.
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Thread: DirectX Exporter |
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Another request
sorry 4 being a pain.
Option so we don't need it, the texture information will not be exported.
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Thread: DirectX Exporter |
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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;
}
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Thread: DirectX Exporter |
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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
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Thread: Hi Prom ! |
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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.
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Thread: Collision Modifier or Utility |
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| quote: |
Originally posted by Prometheus
That would make things easier, especially for Torque exports
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Yeah ...
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Thread: Request - Collision |
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| 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
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