Switching characters using gmax/renx... [message #408019] |
Thu, 22 October 2009 13:51 ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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ChewML
Messages: 918 Registered: June 2008
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I got the hex editing figured out, but some characters I can't swiitch like I want due to the number of characters in the files.
Before I delete these programs for the 11th time...
I was wondering if someone might be able to explain how to take character w3d files from Ren and make them work for another.
If someone wants to do one and make SS to show, I would like to see the first havoc replaced with general locke.
I only ask because I figure it would be simple enough since the models, textures, boning, or whatever else is already done.
Here are the files to save time if someone decides to make a nice tutorial or whatever.
hmm... now that I think of it you would prolly only need the locke w3d, but I'll leave the havoc one there just in case or for reference.
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Re: Switching characters using gmax/renx... [message #408036 is a reply to message #408019] |
Thu, 22 October 2009 18:41 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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ChewML
Messages: 918 Registered: June 2008
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Ok so I am trying to figure this out...
I downloaded this w3d importer crap, and it seems like it is working... but when I select the files to open they are not showing up in RenX?
Here is the link where I got the importer for reference.
http://www.the3rdage.net/item-48
I followed everything it told me to do, I just don't understand why it is not appearing to open the files?
Edit: Maybe this will help explain... It ask me to select w3d to import, I select c_ag_gdi_locke... then it ask for skeleton w3d to import... any suggestions?
[Updated on: Thu, 22 October 2009 18:58] Report message to a moderator
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Re: Switching characters using gmax/renx... [message #408142 is a reply to message #408019] |
Fri, 23 October 2009 18:59 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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ChewML
Messages: 918 Registered: June 2008
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This is where I am now...
I think I am understanding the tutorial for the most part... but where does the texture come in at? In the tutorial the model already has a texture on it. I am not finding how to get it in there.
SS for reference
Scratch all that... In that tutorial they already have the model with a texture on it. How do I get that before the skeleton crap?
[Updated on: Fri, 23 October 2009 21:42] Report message to a moderator
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Re: Switching characters using gmax/renx... [message #408165 is a reply to message #408019] |
Sat, 24 October 2009 04:03 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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E!
Messages: 70 Registered: February 2004
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you got a major think fault mate.
c_ag_gdi_locke.w3d means it is the Aggregate which was not created in gmax/renx that's why you receive nothing when trying to import into. this file is just the result of linking each w3d files made with renx together to the complete character i.e. you got the head model and the body model and the aggregate will link them together so it is a complete character. you have to open c_ag_gdi_locke in w3d viewer which comes with the renegade public tools then you'll see the aggregate and all hierarchical models that depend to it and their textures.
<<SCUD-Storm Origin Creator>>
[Updated on: Sat, 24 October 2009 04:05] Report message to a moderator
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Re: Switching characters using gmax/renx... [message #408291 is a reply to message #408288] |
Sun, 25 October 2009 11:04 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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ChewML
Messages: 918 Registered: June 2008
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ErroR wrote on Sun, 25 October 2009 19:00 | you have to import it using the existing skeleton, then delete EVERYTHING except the body and the head (it's separate on some models) then merge with Male.gmax
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I think I may have tried this already, but when I merged it seemed like it all came back giving me doubles again? I'll try again here in a few mins to make sure.
Edit: tried it a couple more times... still coming up with doubles when merged.
[Updated on: Sun, 25 October 2009 11:33] Report message to a moderator
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Re: Switching characters using gmax/renx... [message #408768 is a reply to message #408731] |
Thu, 29 October 2009 09:50 ![Go to previous message Go to previous message](/theme/Renegade_Forums/images/up.png) ![Go to next message Go to next message](/theme/Renegade_Forums/images/down.png) |
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ChewML
Messages: 918 Registered: June 2008
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ErroR wrote on Thu, 29 October 2009 10:33 |
Chew wrote on Mon, 26 October 2009 16:51 |
Jerad Gray wrote on Mon, 26 October 2009 08:13 | When you import a character into Gmax, it takes that character and ALL of its lod models, and ports them in as well, hints why you get multiple of each bone type.
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I only get one set when I import the w3d, then I delete them... but then when I merge them with the male.gmax I get doubles again?
How should I fix this to where I only get one set that will bind to the cross bone and move with the animation?
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are you sure you didn't accidentaly save overwritten male.gmax? because i do it all the time and it worked
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Could you post the male.gmax file for me to download to make sure it is the right one? I don't really wanna go download the whole Renegade tools just for one file...
Edit: I open the male.gmax by itself and sure enough there are doubles....
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Attachment: malegmax.jpg
(Size: 164.92KB, Downloaded 464 times)
[Updated on: Thu, 29 October 2009 15:21] Report message to a moderator
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