| 09-29-2004, 03:34 PM | #1 |
Can anyone convert a model file to .mdl (text) for me? Its just a hexagon pad. No textures yet. I can do that myself. I just can't get it into mdl. Heres the formats I can do. I can't find a plug in for any of my high end cad platforms. Here are ALL the formats I can export. |
| 11-04-2004, 03:32 PM | #2 |
I am still looking for a little assitance, if anyone can help. |
| 11-04-2004, 03:54 PM | #3 |
What modelling program are you using? |
| 11-04-2004, 04:19 PM | #4 |
I have Solid Works, UG, Cadkey. But I dont see any mdl plug ins for those. I don't know if 3DS or milkshake has any compatable formats. |
| 11-04-2004, 11:49 PM | #5 |
Post the DWG and I'll see if I can get it into max. |
| 11-05-2004, 12:17 PM | #6 | |
Alright, here it is. It lost its solid body properties when it converted it over. I don't think dwg can do solids. But the wire geometry is still there. Maybe theres something you can do with it. (theres a couple others too). Much thanks. Quote:
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| 11-07-2004, 03:34 AM | #7 |
WRL worked. Here's the MDL, but there's no surprise in it. |
| 11-08-2004, 12:36 PM | #8 |
Wow, thanks. Hey um, its so small! Something happened, or the wrl doesn't use original values (because its web). The original is like 200 units. This one is approx 6 units wide. So if I scaled 10 times, its still only 60 units ;( |
| 11-10-2004, 05:33 PM | #9 |
Hi there. I don't mean to be bothersome at all. But I rotated it into correct orientation, and scaled it. Could you please resave it for me once more? |
| 11-11-2004, 01:20 PM | #10 |
Ok, here it is. I took a wild guess and assumed you didn't want it under the ground. If that wasn't right, tell me and I'll reexport. |
| 11-12-2004, 01:27 PM | #11 |
Should be laying flat this time. Ground? I don't know. Heres exactly what I want to do. 7 walkable hex pads, above water. All different colors, using tinting values. Players start in the middle. A hex is randomly picked, and blinks. The height of the doodad is dropped Any players on that pad dies. I don't know how that would apply to the 'pathing map' or if thats even possible, but its really want I wanted to do. Forgive any ignorance, I have not done modeling before. :( |
| 11-12-2004, 01:49 PM | #12 |
I really don't know much about triggers, so I can't help you too much with your problem there. If you are looking for a pathing map in order to make it so units go on top of it as opposed to under it, I think there's some 'Walkable' check box in the Object Editor that you can check to do that. If you want a pathing map that would make it behave like a building in that sense, I'm not quite sure, but there are lots of pathing maps already in that you could look at as examples. As for lowering a raising the doodad, I could animate it to have stand (up) and stand alternate (done) animations with a longish time fading between them. The hexagon is flat on the ground in the version I exported, if I remember right. |
| 11-12-2004, 03:33 PM | #13 |
Well theres a conflict. There is a trigger to set the height of a doodad, so if its a walkable doodad that works great. But, I don't think you can change the COLOR of a doodad. You can change the color (tint) of a UNIT, but you cant walk on it, raise it, and lower it with trigs. As I wanted different colors, and the bogus platform to blink, I'm not sure how I would do that. Hmm. Sooo the only problem would be color? |
| 11-13-2004, 12:07 AM | #14 |
I guess color is the problem then. I could make the hexagon have variations of several colors if you want. Post the colors as RBG and I'll do that. As for the blinking, maybe you could flash a red hero glow on and off above it? Or it could be something other than glow. I could make that model if you want. |
| 11-14-2004, 05:45 PM | #15 |
Okay. 1. I can tint the doodads, so I can make multiple hex's. So thats fine. I just can't make them 'blink'. 2. The elevator model has Stand, Stand Second, and Stand Third. These platforms won't raise and lower because, the elevation process is part of the model animations. The trigger then ups & downs them smoothly. Hmmmm. I don't know how to get around that. I guess if you wanted to duplicate that, you'd have to open the elevator model and see what its doing. Sigh. 3. It won't let me nicely place them adjacent to eachother. Thats a major problem. Perhaps I should just use the square elevator platforms, and make the game that way. They would be square, touching eachother, and already have the proper animations. |
