Blockland Forums > Modification Help
Help with Model
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DarkStride:
So, I made this sword model and added an attack animation to this model. The thing I need help with is actually getting it work. I've searched the forums for some help with this but I can't find any for the program im using.

I am using 3DS MAX 2012 and have blender installed just incase I need it
I need help basically making it work with blockland. I have heard something about mountpoints, not really sure how they work. I also need to know how to make animations work with it. I am not a scripter so if you can help me with that as well please do.

This is my first model and Probably won't release it unless I get good feedback.

Animation - http://www.youtube.com/watch?v=-BhjkLGzZQU



I DO REALIZE I JUST PUT THIS IN THE WRONG SECTION. SORRY.
indyjones:
http://forum.blockland.us/index.php?topic=66763.0
Follow this, but with what applies to 3ds.
DarkStride:
Okay, i'll give this a whirl.

None of my exported models from 3ds max work with blender.. Awesome..

Barnabas:
You should probably try searching for stuff on the GarageGames website, they may have something on this, or try asking Kaje or Packer, I surely know that they use 3dsMax too.
ßoltster:

--- Quote from: indyjones on April 27, 2011, 09:33:32 PM ---http://forum.blockland.us/index.php?topic=66763.0
Follow this, but with what applies to 3ds.

--- End quote ---
That wont work at all

You'll need to get a working exporter if you want to get from max to blockland smoothly:

--- Quote from: ßoltster on April 19, 2011, 06:46:00 AM ---Just as a followup post; the starfish that was trying to make people buy his exporter has reopened his public file system. The file system contains most of the exporters.

There is a working max 2010 exporter on there (tested it yesterday)

Everything else you need to know to export is located in several pdf's in the file system. If you can't find them, you're not smart enough to be using max anyway.


--- End quote ---
I've got no idea if the exporter works for 2012, but it's good for 2010 + 2011, so it might.

The mount point of a model is one of several weapon nodes. In 3ds max you add these as dummy objects, giving them a name corresponding to the node ingame. E.g. your mount point dummy object is named "mountpoint", the muzzle point "muzzlepoint", etc. If the exporter doesn't work for 2012, you're pretty well stuffed. If the exporter does work, it's pretty straight forward. It'll auto create bounds, the required detail level, and the weapon nodes (which you then have to move appropriately).

I sure as hell wouldn't be trying to use 2012 for an indie game though. The guys at garagegames only just caught up to fixing the 2010 exporter for 2011.
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