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Help with Model

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DarkStride:


--- Quote from: ßoltster on April 28, 2011, 07:23:49 AM ---
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.

--- End quote ---

By dummies you mean bones correct? If not what section can I find dummy blocks in?

I will try this exporter and I haven't noticed any major changes in 2012. Look pretty much the same as 2010 really..

EDIT : Can I have the bone for mountpoints moving, or will that cause problems?

ßoltster:


--- Quote from: DarkStride on April 28, 2011, 05:15:32 PM ---By dummies you mean bones correct? If not what section can I find dummy blocks in?

I will try this exporter and I haven't noticed any major changes in 2012. Look pretty much the same as 2010 really..

EDIT : Can I have the bone for mountpoints moving, or will that cause problems?

--- End quote ---
Not bones, dummy helper objects.

And no, you can't have moving nodes as far as I know. Have you actually installed the exporter yet?

DarkStride:

Okay thanks and no I have not installed the DTS exporter yet. There isn't a self extracting or installer in it. I tried looking for the area to put in the plug-in part but found nothing with that name. I tried the directory, the folder I made before installing and appdata and nothing by the name of plug-ins showed up.

Again i'm new to this and thanks for helping me figure this out.

ßoltster:


--- Quote from: DarkStride on April 28, 2011, 10:38:44 PM ---Okay thanks and no I have not installed the DTS exporter yet. There isn't a self extracting or installer in it. I tried looking for the area to put in the plug-in part but found nothing with that name. I tried the directory, the folder I made before installing and appdata and nothing by the name of plug-ins showed up.

Again i'm new to this and thanks for helping me figure this out.

--- End quote ---
You should probably go for a lower level modeling program if you're completely new at this. It's only going to get more complex from here on in.

The files from the .zip go in the same named folders in your max directory. Then you have to enable the plugin in max. There are ample tutorials on the net for doing this.

Actually the readme has how to enable it:

--- Quote ---With Max open click on the menu "Customize" and
select "Customize User Interface". Then click on the
Toolbars Tab and change the category to "Torque".

You can now drag the Torque DTS Utility icon from
the window onto any open toolbar in your work area.
--- End quote ---


DarkStride:

Honestly. I just have to learn this once. I have used this program before in making animations but never add-ons. So far I thank you a lot for all your help.


Okay I got it working. I now have the fancy button.


And I also added the dummy block named mountpoint. Sword was moved in the animation just to make sure that looks right. Does it need to be parented to the model?



I'm also going to assume I need to do something in order to get animations to work.

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