| 01-14-2007, 07:24 PM | #1 |
Hey, i've two questions about geomerging and such. 1: Is there a way to delete a geoset without screwing up the model? I just delete the vertexes with Oinkerwinkle's Vertex modifier, but then when ever I import that model into wc3, it causes the game to crash. so is there any better way of getting rid of useless geosets? 2: is there a way to merge to different geosets into one? And i don't mean using the geomerger to put them into the same model, I mean like taking two different geosets and putting them together into one single geoset. If someone could help me here, it would really help me reduce the size of my models considerably. thnx. |
| 01-14-2007, 07:27 PM | #2 |
1. Magos' Model Editor. (http://magos.thejefffiles.com/War3ModelEditor) Ctrl + click on the geoset in the main view. Windows -> Geoset Manager, right click on the highlit geoset, and remove. Probably want to eat any GeosetAnims that referred to it as well. 2. No simple way, that I know of. |
| 01-14-2007, 07:40 PM | #3 |
2. In vertex modifier: File, Merge geoset. |
| 01-14-2007, 07:43 PM | #4 |
Merging in Vertex Modifier by that method doesn't let you choose what bone the extras should follow. |
| 01-14-2007, 07:50 PM | #5 |
Well you could assign it after you merge it. |
| 01-14-2007, 07:51 PM | #6 |
Well, you just have to take note of the original vertexgroups numbers, then you can reassign them after the merge. It's quite simple for things like heads, weapons, and shields, it is more complex for things related to several bones. |
| 01-20-2007, 12:37 AM | #7 |
I actually just wanted to know about the merging thing for weapon attachments I might make. Those don't need bones, do they? I've also tried that thing where you delete geosets with Magos' model editor. I thought that screwed up the model too, but it was really long ago, so I don't really remember. I guess I'll give it another shot. |
| 01-20-2007, 12:15 PM | #8 |
Only screws up the model if you leave behind geosetanims that are now empty; geosetanims that are not assigned to a geoset cause the model to crash in-game. |
| 01-25-2007, 09:26 PM | #9 |
'nuther question. I was using the UV mapping thing in the vertex modifier to skin a warhammer attachment I'm making. When I was doing the thing for the head, it skinned two of the sides just fine, but... well, kinda screwed up the rest. see for yourself: ![]() So does anyone know how to fix it so that it doesn't have all those stripes?... and ignore the handle and the lion things on the head, I just haven't skinned those parts yet. |
| 01-26-2007, 02:59 PM | #10 |
That's because the upper and lower vertices share the same place (or are very close to each other) in the uvmap. |
| 02-11-2007, 12:44 AM | #11 |
I don't think that's whats wrong, but maybe I haven't investigated enough. Anyway, about geosets, if I delete an unneeded geoset that a bone is attatched to, will that cause wc3 to crash when I use the model in it? |
| 02-11-2007, 09:43 AM | #12 |
If you use Magos', it should just kill the bone's reference and all should be well. |
| 02-14-2007, 02:00 AM | #13 |
Eh, I don't know. I'm probably doing it wrong, but I just tried the geoset-deleting thing on Magos' Model Editor, and it caused wc3 to crash when I imported the model. (Groan) I'm such a noob! |
| 02-14-2007, 10:12 AM | #14 | |
Quote:
*Sigh*. Post the model then. |
| 02-14-2007, 05:53 PM | #15 |
Well, chances are it's crashing because you've disco'd a GeosetAnim that once referred to said mesh, and is now referring to nothing. Warcraft doesn't like GeosetAnims that refer to nothing. |
