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W3d importer trouble [message #101725] Thu, 15 July 2004 14:21 Go to next message
htmlgod is currently offline  htmlgod
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Registered: July 2003
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Commander
Hi. So I'm having some trouble that I thought maybe some of you might be able to shed some light on. So this deals with the character models for Renegade: A New Hope. I've got the w3ds for each of the characters, which are boned and fully functional, and I've got the GMAXes, which have the bones, but the bones don't work (the character mesh doesn't respond to movement of the bones.) I need to put each of the characters into a seated position and re-export it as a separate model, which will appear in each vehicle, assisted by Jonathan Wilson's visible occupants in vehicle script. I can't use the GMAX version of the models, since the skeleton doesn't seem to work, because moving the vertices to get the seated position creates lots of polygon errors, etc. When I import the w3d's, they lose their texture attributes, and they each rely on 8-10 different textures. When I import and hit the 'Get Renegade Material' button, the textures are filled in on the model itself, but when I export again, everything is just black. This is something I've been trying to figure out for almost a week now. If anyone has any insight to offer, please let me know.

Check out http://newhope.conquergaming.com to see the progress of the STARWARS mod for Renegade.

http://newhope.conquergaming.com/OtherStuff/NIKE.jpg
W3d importer trouble [message #101743] Thu, 15 July 2004 15:35 Go to previous messageGo to next message
Sir Kane
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Does the gmax version use WWSkin? I would assume it's fucked up there somewhere.

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W3d importer trouble [message #101785] Thu, 15 July 2004 19:00 Go to previous messageGo to next message
htmlgod is currently offline  htmlgod
Messages: 360
Registered: July 2003
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Commander
The WWskin modifier is applied, but since I don't know much about infantry rigging, I can't tell you much more than that. I can't imagine that our infantry modeler somehow deactivated the bones on the gMax versions of the files, I'm pretty sure that these are the ones that he exported for the final product. Do I need S_a_Human.w3d in the same folder as the .gmax file that I'm opening in order for WWskin to be active?

Check out http://newhope.conquergaming.com to see the progress of the STARWARS mod for Renegade.

http://newhope.conquergaming.com/OtherStuff/NIKE.jpg
W3d importer trouble [message #101805] Thu, 15 July 2004 20:30 Go to previous message
Slash0x is currently offline  Slash0x
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Registered: January 2004
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htmlgod

The WWskin modifier is applied, but since I don't know much about infantry rigging, I can't tell you much more than that. I can't imagine that our infantry modeler somehow deactivated the bones on the gMax versions of the files, I'm pretty sure that these are the ones that he exported for the final product. Do I need S_a_Human.w3d in the same folder as the .gmax file that I'm opening in order for WWskin to be active?

The bones are exported with the model. The animations just show where the bones are suppost to be positions during those animations. All that the animations are are bones moving to make the character (any character in this case) move the way you exported the animation (bones only). If that made any since, I hope that helped. Razz


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