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Geoset merging tutorial

04-23-2004, 07:37 PM#46
Volatile_Sheep
where can i dl 3d studio max?
04-23-2004, 07:44 PM#47
Aznwhore
Quote:
Originally Posted by Volatile_Sheep
where can i dl 3d studio max?
you dl it buy getting yourself a job, dont eat for a month, and saving up a few thousand $ to get it
05-01-2004, 10:29 AM#48
paulH
[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 },
    }
It continues like that. Copy starting from behind Vertices 302 to the line with the line "}".
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
megaerathia
Quote:
Originally Posted by paulH
[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 },
}
It continues like that. Copy starting from behind Vertices 302 to the line with the line "}".
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

You gotta press ctr f then there pops up an window type geoset and it searches
05-03-2004, 02:17 PM#50
zeven90
kmk's script dosn't even start. i tried 3ds max 5.0 and gmax 1.2
05-08-2004, 02:21 AM#51
samuraipanda
I searched but no vertices 302
05-08-2004, 06:16 AM#52
blizzball
Quote:
Originally Posted by samuraipanda
I searched but no vertices 302
are you sure you converted the 4 files to mdl? then open the MDL's in note pad press ctrl-f and serach for ''geoset'' (no qoutes) thats all :)
05-08-2004, 12:38 PM#53
samuraipanda
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
samuraipanda
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
RadiKal
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
Norhaji
Sory but i cen't find e geoset optian :P plz help
05-31-2004, 10:56 AM#57
Norhaji
Ok i faund it. ^_^ ^_^ ^_^ ^_^
06-24-2004, 08:40 PM#58
AFamillyGame
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
m2o5x
That is extremely useful. Thanks for the tutorial.
07-03-2004, 12:24 AM#60
Death_Sk8er
Excellent tutorial man. This is sort of a 3ds max tutorial all in its self. Thanks :D