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« Reply #870 on: April 28, 2011, 03:44:28 PM » |
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@tcll If you want my rigged model for testing related to your importer/converter, I would love to send it to you.
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« Reply #872 on: April 28, 2011, 04:32:28 PM » |
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there's quite alot dealing with objects, and the process for building them is quite complicated
for your sword: you'd need the appropriate verts, and you'd need the object containing the face data.
but objects don't just create the faces of an mdl0... here's a list of what they deal with Object: -vert (indexes) -normal (indexes) -uv (indexes) -bone (parent object) -weights or groups -material (link)
the weights/groups are pretty complicated in themselves
they're really a group of verts given a specific number... this number can be used on the bones or shaders the bones can be uses for of course morphing the model the shaders can do a bunch of stuff, such as rendering fur -(the smaller the number, the shorter the hair)
so yea... objects are too complicated to play around with as of right now >_>
I just meant to replace the polygons. Switch the current sword blade with the new one, and the handle with the new ones.....or is that what you meant?
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By the way, I think every active hacker in this forum could use less distractions.MEMORABLE QUOTES: Tcll: I <3 69 xxmasal22xx: Hey, you should probably go to the hop[censored]al BlackJax96: everything is so ROUND [SPOILERED. Reason: Whole signature size must be under 250px.] Join my website, Brawl Imports, a gathering place for importers!http://brawlimports.proboards.com/index.cgiSupport Project Darkrai? Put the official Project Darkrai banner in your siggy![PICTURE REMOVED. Reason: Total signature pic size exceeds 695x200.]
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« Reply #873 on: April 28, 2011, 04:46:36 PM » |
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I just meant to replace the polygons. Switch the current sword blade with the new one, and the handle with the new ones.....or is that what you meant?
the terms you all go by are all derrogatory I go by actual 3D/game-dev terms.
Vertex = facepoint Polygon = Object Shader = TEV (there isn't a 3D term for these) Material = Material/Shader
PSA = Logic
there's more terms you guys came up with that cofuses the heck out of me... DX I can't recall every term... but you get the point...
@tcll If you want my rigged model for testing related to your importer/converter, I would love to send it to you.
and I'll gladly take that plz
EDIT: btw Vertex was one of my biggest confusions as the actual 3D term for it is vertice.
yes, vertexes are vertices
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« Last Edit: April 28, 2011, 04:52:22 PM by Tcll »
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« Reply #874 on: April 28, 2011, 05:20:40 PM » |
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Can we have that 2 bone stage builder block? I can't export it yet anyways...
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« Reply #876 on: April 28, 2011, 06:17:51 PM » |
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I don't magically know where he writes the relocation groups, he most likely doesn't call it that either...
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« Reply #877 on: April 28, 2011, 06:22:52 PM » |
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I don't magically know where he writes the relocation groups, he most likely doesn't call it that either...
right... he most likely calls them 'Pointers' (as in the SDK)
and of course UDK I didn't expect you to know right off the bat... (sry if it sounded like I did)
I'm asking for your help in figuring them out. plz since you know the src way better than me -.-*
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« Last Edit: April 28, 2011, 06:24:14 PM by Tcll »
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« Reply #878 on: April 28, 2011, 06:33:44 PM » |
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I'll see if I can figure it out for you
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« Reply #880 on: April 29, 2011, 12:57:32 AM » |
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the terms you all go by are all derrogatory I go by actual 3D/game-dev terms.
Vertex = facepoint Polygon = Object Shader = TEV (there isn't a 3D term for these) Material = Material/Shader
PSA = Logic
there's more terms you guys came up with that cofuses the heck out of me... DX I can't recall every term... but you get the point...
and I'll gladly take that plz
EDIT: btw Vertex was one of my biggest confusions as the actual 3D term for it is vertice.
yes, vertexes are vertices
I'm pretty sure it is vertex and the plural is vertices
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Zephiel: You know what I really like on my stack smash? Texture updates.
Androu1: @Zephiel: “your†Stack Smash?
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« Reply #881 on: April 29, 2011, 07:09:56 AM » |
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« Last Edit: April 29, 2011, 07:26:45 AM by Tcll »
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« Reply #882 on: April 29, 2011, 07:37:21 AM » |
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So. Say I ever finish making Marina Liteyears in 3DSMAX, aside from bone rigging, what else is needed?
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3DS Friend Code: 2895-6640-9302
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« Reply #883 on: April 29, 2011, 08:27:17 AM » |
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So. Say I ever finish making Marina Liteyears in 3DSMAX, aside from bone rigging, what else is needed?
prbly just enough to do a remodel:
you should get the idea on that... heh
IDK how you're doing it... base model or scratch??
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« Reply #884 on: April 29, 2011, 08:29:57 AM » |
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prbly just enough to do a remodel:
you should get the idea on that... heh
IDK how you're doing it... base model or scratch??
Scratch. I'm making Blueprints and everything. The hardest part is making the top down view so far.
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3DS Friend Code: 2895-6640-9302
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