| 04-23-2004, 07:37 PM | #46 |
where can i dl 3d studio max? |
| 04-23-2004, 07:44 PM | #47 | |
Quote:
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| 05-01-2004, 10:29 AM | #48 |
[list][*]Editing the peasant to be headless Open the Peasant.mdx and Peasant_chunks.mdx. Peasant_chunks.mdx contains all the vertex information you need, but Peasant.mdx contains all the essential animations as so on. You have to copy the vertex animation from one to the other. In Peasant_chunks, search for "Geoset" (no quotes). You should find an area like this: Code:
Geoset {
Vertices 302 {
{ 2.84348, 0.0383234, 74.9834 },
{ 2.84347, 0.0383427, 74.9835 },
{ 2.84344, 0.0383686, 74.9834 },
{ -6.64947, 7.36909, 27.8454 },
{ 1.56159, 13.7381, 35.8622 },
{ 0.86169, 12.2178, 29.2713 },
{ 8.90468, 6.93236, 27.4755 },
{ 10.265, 6.63715, 36.1995 },
{ -3.69442, 0.34387, 32.9351 },
{ -10.9366, -0.62374, 44.2371 },
......(lots more).......
{ 15.5051, 2.94313, 0.008 },
{ -9.65277, 15.4167, -0.0337 },
{ 11.5467, 17.3316, 0.20145 },
{ 1.01264, 16.2429, 8.70893 },
{ 6.97408, 9.91933, 9.11298 },
}Now, in Peasant.mdx, search for Vertices 302. Select the area from there (Vertices 302) to when it closes (the lone "{"). Paste what you copied over it. You have now replaces the vertex information. If you where to convert this file to MDX and view it, it should be a headless peasant.[*]Adding the skeleton head Open skeleton_chunks.mdx. Search for geoset. Copy from there down to where there is a "}" not indented at all. You should pass Vertices, Normals, Tvertices, VertexGroup, and finally SelectionGroup. Paste it into Peasant.mdx just after the last geoset. To do that search for "Bone "gutz00" {" (no quotes again). That is the first bone, just below the last geoset. Paste the stuff you copied just before that line. how on earth do you search for geoset |
| 05-01-2004, 11:20 AM | #49 | |
Quote:
You gotta press ctr f then there pops up an window type geoset and it searches |
| 05-03-2004, 02:17 PM | #50 |
kmk's script dosn't even start. i tried 3ds max 5.0 and gmax 1.2 |
| 05-08-2004, 02:21 AM | #51 |
I searched but no vertices 302 |
| 05-08-2004, 06:16 AM | #52 | |
Quote:
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| 05-08-2004, 12:38 PM | #53 |
yeah i did....but i think i know the reason... i used poly and deleted the head of the peasent and the body of the skeleton...scaling part was alittle hard to understand becuase i scaled my ass off but still the head is visible. same as to the body of the skeleton |
| 05-08-2004, 01:09 PM | #54 |
a no... i get this weird error msg when im trying to export the peasent with the skeleton head: New: Okey i got that file out.. but now as i have fixed the notepad as u are saying i get weird thing when im trying to convert it too a mdx... try ur self |
| 05-26-2004, 09:02 AM | #55 |
Hmm...ok this is my first attempt at creating models so I decided to follow your tutorial on how to merge the skeleton head with the peasant body. I thought I followed it all but when I try to import the model, it just shows up as a big green/black checkered cube. I import the file peasant.mdx and peasant.mdl and create a custom object who's art model file is war3Imported\peasant.mdl ... am I importing wrong or is it something before the importing that's going wrong?? Thanks for the tutorial by the way!! Otherwise I'd still be back at square one and probably never get to square two :) |
| 05-31-2004, 07:53 AM | #56 |
Sory but i cen't find e geoset optian :P plz help |
| 05-31-2004, 10:56 AM | #57 |
Ok i faund it. ^_^ ^_^ ^_^ ^_^ |
| 06-24-2004, 08:40 PM | #58 |
Hi Oinkerwinkle and everyone else Plz help me I use gmax and i tried to geomerge but this is what is done plz tell me what should i do. Look at the picture because this is all what i do THX In advance. |
| 06-30-2004, 10:17 PM | #59 |
That is extremely useful. Thanks for the tutorial. |
| 07-03-2004, 12:24 AM | #60 |
Excellent tutorial man. This is sort of a 3ds max tutorial all in its self. Thanks :D |
