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Milkshape3D MDL Exporter Plugin

04-26-2003, 08:21 PM#31
Cedalvin
well a partikle emitter needs the following parts

1 texture
1 helper
2 pivot points (one for the helper one for the emitter
1 emitter

to get the texture and the emitter copy it from a original mdl

a helper is a bit like a bone so just create a bone and animate it

move (cut and past not copy and past) the pivot point of the bone (it is the x one (x=objektid+1)
to an extra file or to the end of the mdl so you can find it later

change the top of the bone to a helper

top of a bone :

Bone "Bone_Head" {
ObjectId 20,
GeosetId Multiple,
GeosetAnimId 2,

top of a helper :

Helper "Dummy01" {
ObjectId 21,

move the helper under the bones

copy the texture in the texture part and count the position starting with 0 to get the texture id

copy the emitter under the pivot points (the normal ones)
change the textureid in the emitter to the one you got before

correct the objektids of all objekts (bones the helper and the emitter)
set the parent in the emitter to the objektid from the helper

cut the pivot point from the end (or the other file)
past it at the position for the helper and the position for the emitter (objektid+1)

if you have a normal milkshape-mdl and only add the emitter the
pivot points sould be the last ones

the number of pivot points must match the last objektid +1

I hope It will help

C U Ced
04-27-2003, 01:50 AM#32
Guest
Could you fill me in on how to create a header? It would be helpful for those of us who are relatively incompetent.:bgrun:

More specifically, the MinimumExtent, MaximumExtent, and BoundsRadius. And the materials sections... Layer? Vaatt? I probobly shouldn't try to use this tool, but I'd rather not have my Milkshape dollars go to waste.

Also, do we need bones, or is this optional(I'm starting out by trying to make an inanimate spider mine)

http://www.geocities.com/oinkerwinkle/sm.html
04-27-2003, 07:08 AM#33
Xaran Alamas
as always, thanks Ced :D I thought it might be something to do with the helpers but I couldn't see it.
04-27-2003, 10:40 AM#34
Cedalvin
@Shady_Conundrum

well you need at minimum one bone
and run the zerojoint plugin
but you don't have to animate it

you need at minimum one sequence but since you don't animate it you can just copy one

the MinimumExtent, MaximumExtent, and BoundsRadius
well you don't have to change them since a had no problems with that part yet.

materials

Textures 2 {
Bitmap {
Image "Units\Human\HeroPaladin\Paladin.blp",
}
// the main texture add the path of your texture here
// the firet texture has the textureid 0

Bitmap {
Image "",
ReplaceableId 1,
}
// the teamcolor texture just add this part in your texturedefenition
}


Materials 2 {
Material {
Layer {
FilterMode Transparent,
// this part sets the kind of the material transparent means all
// parts with a grey or black alpha channel are transparent

static TextureID 0,
// the textureid is the important part 0 is the first one 1the
// second and so on
}
}
Material {
Layer {
FilterMode None,
Unshaded,
static TextureID 1,
// the definition for the teamcolor
// only set the correct textureid (here 1 for the teamcolor texture)
}
Layer {
FilterMode Blend,
// I'm nott realy sure but i think blend means all parts with a black
// alpha channel are transparent and grey parts are only as
// transparent as the darkness of the grey in the alpha channel
// since this is the second layer all parts transparent parts will
// shown in teamcolor

static TextureID 0,
// only set the correct textureid (here 0 for texure one)
}
}
}


this should help to understand the header

C U Ced
04-27-2003, 09:50 PM#35
Guest
I actually got my file to convert to a MDX! (This is a major accomplishment for me.) 8) I have problems though... It doesn't work in the WE. If it converts to a MDX, will it be assured to work in the World Editor? And does it need a stand animation, or can a differently named one suffice?

Also, in the header it's the frame number (this is using Milkshape) /24*1000? This relies on 24 fps in Milkshape, but is there any way to change that the fps? I'm worried that I might have it at something else.
04-28-2003, 05:32 AM#36
Xaran Alamas
in Milkshape under File-->Preferences in the window that comes up in the Misc tab there is a FPS setting and it is at 24 FPS by default so chances are it isn't set at anything different
05-04-2003, 10:59 PM#37
kdub
get zero joints at www.logicarts.tk if you cant find it
05-27-2003, 06:26 PM#38
Targash
Hi
Im getting an error "Assertion Failed: !(what?). file xx.cpp, line 756". Havent modelled for a while so dont remember if i have gotten this error before.
Do u have any ideas?

Heres the heding if that helps.
Version {
FormatVersion 800,
}
Model "test2" {
NumGeosets 1,
NumGeosetAnims 1,
NumBones 38,
BlendTime 150,
MinimumExtent { -200, -200, -200 },
MaximumExtent { 200, 200, 200 },
}
Sequences 1 {
Anim "Stand" {
Interval { 0, 41666 },
MinimumExtent { -200, -200, -200 },
MaximumExtent { 200, 200, 200 },
BoundsRadius 400,
}
}
Textures 1 {
Bitmap {
Image "",
ReplaceableId 1,
}
}
Materials 1 {
Material {
Layer {
FilterMode None,
static TextureID 0,
}
}
}
05-27-2003, 11:14 PM#39
Cedalvin
well I can't see a problem in the head that would cause a problem

only the interval should start at a other frame than 0
after using the ms exporter it should be 41

C U Ced
05-28-2003, 06:33 AM#40
Targash
No ideas of what might cause the problem. Because i have older models that i have made and they work like a charm. Cant figure out this one dont.
05-29-2003, 11:58 AM#41
Targash
I took another look at the mdl file.
And this string showed up on various places and i dont think it should be there because when i remove them i can convert.
{ -1.#IND00, -1.#IND00, -1.#IND00 },
{ -1.#IND00, -1.#IND00, -1.#IND00 },
But what causes them i cant figure that out.
06-23-2003, 05:13 AM#42
Guest
First i have to say thank u thank u thanku th...
i made a modle and in worked perfectley :D (except it moved and attacked backwards, easy fix my bad)
And second i had an error like Targash's only mine was caused by having more than 1 geoset
heres a pick of my gnomish submarine anyway
07-01-2003, 07:11 PM#43
kdub
sorry guys i have not read this thread in forever. didnt realize people were using this.

targash- read the readme. when those show up, change the value to {0, 0, 1} or something. i have no idea what causes that problem. someday ill probably add some code to check for when that happens and just replace it. it WILL convert after you do that.


ill try to start checking this more. i may update the code eventually, its not even really presentable right now.
07-09-2003, 05:27 PM#44
Guest
Will there be a new version out anytime? I disappeared for ages waiting for TFT to come out and I came back expecting loads of cool new stuff, needless to say I'm disappointed. An Importer would be brilliant.
07-09-2003, 05:45 PM#45
Starcraftfreak
Hey, cool down. As you might know it's not always easy to program stuff.