| 07-11-2003, 12:33 AM | #46 |
I get the same message Targash got but i dont have those lines anywhere in my model. plz reply |
| 07-14-2003, 11:35 PM | #47 |
Great program, I must say! It really helps. There is one slight problem I've stumbled across though, and that is that my model doesn't seem to cull properly (some faces which should be displayed behind other faces is displayed _in front_ of them which gives a surrealistic impression. Do you know what might be the problem? Thank you for your help. Regards, Peppar |
| 07-15-2003, 01:50 AM | #48 | |||
Quote:
im not sure if i can get this code updated anytime soon. its been so long, i dont even know if i really remember how it works. im not much of a programmer. this whole plugin is little more than a modification of some sample code that comes with the milkshape SDK. however an update really isnt NEEDED. This is totally capable of getting blizzard level models ingame. Problem is that it will take a ton of text editing to do so. The only way we could get around all the text editing would be to write a plugin for a more fully featured 3d package, like 3ds max (which is being done at the moment). I have animated some rather complex models and exported them with this plugin and after some text editing they work flawlessly. Quote:
wackiewarior either you arnt seeing the "{ -1.#IND00, -1.#IND00, -1.#IND00 }" line or you made a mistake in your heading. of the 25 or so models i have exported, this is the only error i have ever found. Quote:
I have seen this problem before, i dont think its from my plugin. I think that it is caused by using FilterMode Blend or Transparent on complex models when there is not a texture layer beneath it. try changing your blending mode to None, that should fix you up. |
| 07-15-2003, 12:25 PM | #49 |
That seemed to be exactly the problem with my model! Thank you kdub! |
| 08-20-2003, 03:55 AM | #50 |
OK pardon my inability to understand model converting, but I don't get "how" to use the DLL file at www.logicarts.tk do I need to open it, or does it run automatically? If it runs automatically (which I suspect it does) how do I make it accept multiple animations (walk, stand, attack, etc)? I don't get what ya'll were talking about with the convertion from 24 frames/second, does anything actually need to be done to change it to milliseconds? And to top off my whining, I HAVE NO CLUE HOW TO ADD IN A HEADING!!:( I looked at the sample heading and I was totally lost. If anyone feels Samaritan enough to help me, I have my model made in Milkshape, joints in place, it is skinned (the path name is Textures\PeonPigRider.blp) but other than that, I got nothing. |
| 08-21-2003, 12:34 AM | #51 |
well to use the zerojoint dll copy it in the ms mainfolder an run it in ms unter plugins/zerojoint the animation should run one after the other with a little break (I use about 5 or 6 frames) the rest schould be in the mail C U Ced |
| 09-07-2003, 12:27 PM | #52 |
:D like many others i dono how the fuk to use this im not saying its crap im saying i need a tutorial dude if u wrote a tutorial on how to animate a simple object and how to convert it many peoples prayers would be answerd plz write a tutorial dude i would be eternaly greatfull |
| 09-07-2003, 04:40 PM | #53 |
I don't understand why people waste valuable server space with attachments which have no relevance to the thread :bgrun: |
| 09-07-2003, 11:44 PM | #54 |
hey im having problems with my model when i animate i export it i try to put in the sample heading that comes with the converter it converts but dosent show up ingame plz help me i dono what sequences to add all i want is a guy running alone with an awp that shoots ive animated it perfectly i even have a death animation plz help me with the sequences ill be happy to email the models or post them in here if need be plz help im trying to bring cs into wc3 and i have already done alot animation is my biggest step:D [IMG]D:\Documents and Settings\Filst@\My Documents\My Pictures\my cs dudes.JPEG[/IMG] |
| 09-10-2003, 10:57 AM | #55 |
Hey me again THIS TOOL FUKIN ROCKS SO BAD i got my cs guy to succsesfully walk and stand still and i couldnt be happyer but now when he shoots there is no sound i dono how to add it in and by the way can i somehow make more than one animation for a model or is that not possible at the moment Good job one again on this tool:foot: :D :foot: :D :D |
| 09-10-2003, 12:41 PM | #56 |
the easy way to add sound is to use a base unit with a sound an change the soundfile I don't know how to time the sound but we are working on it C U Ced |
| 09-11-2003, 10:39 AM | #57 |
i was using the rifleman but for some reason the sounds didnt work so i decided to use the farrseer and everything was fine so now my unit walks and shoots with sound:D BUT... when he dies he dosent die he just stays perfectly still and u cant move him im shure you guys probably know about this but i was wondering if i could make like more than just walking animation but shoot standing and other stuff but is it possible at this point in time if it is plz explain how thnx for all your help so far ;) :D |
| 09-11-2003, 02:15 PM | #58 |
hi well if you need a decay you need a death and a decay animation death ist abaout 3333 frames in wc3 and decay 60000 in ms death is about 83-84 frames and decay 1500 frames long don't forget to set non looping in the sequence C U Ced |
| 09-14-2003, 07:18 AM | #59 |
yeh i understand that but when you create an animation in milkshape there is no option to create a second sequence how in the world do u make more than one animation:mtk: :mtk: :mtk: :( |
| 09-14-2003, 07:45 AM | #60 |
filsta why don't you make that image your signature instead of keep attaching it? Though it's a bit big |
