whukid
|
|
« Reply #20 on: April 18, 2012, 11:32:44 PM » |
|
Looks great, really wish there were a way to select skins in game...
I think the whole game engine would have to be 'fixed', which is something completely out of our reach
|
|
|
Logged
|
|
|
|
Kyth
|
|
« Reply #21 on: April 19, 2012, 07:40:16 AM » |
|
Looks great, really wish there were a way to select skins in game...
JSGME.
|
|
|
Logged
|
"What am I, chopped liver..?"
"Yes."
|
|
|
Aces
Generalleutnant
Posts: 583
|
|
« Reply #22 on: April 19, 2012, 10:53:06 AM » |
|
Thanks chaps, Until this evening when I can work on the model again I've been tweeking the skin a little and adding a bit more detail: Cheers Aces
|
|
« Last Edit: April 19, 2012, 11:15:36 AM by Aces »
|
Logged
|
|
|
|
Kyth
|
|
« Reply #23 on: April 20, 2012, 03:10:28 AM » |
|
I hope you'll consider having the tactical markings separate from the main skin,
|
|
|
Logged
|
"What am I, chopped liver..?"
"Yes."
|
|
|
whukid
|
|
« Reply #24 on: April 20, 2012, 03:20:00 AM » |
|
I hope you'll consider having the tactical markings separate from the main skin,
How do you set those up? I can't figure them out for the life of me unless I just attach a marking to the texture
|
|
|
Logged
|
|
|
|
Kyth
|
|
« Reply #25 on: April 20, 2012, 04:17:40 AM » |
|
How do you set those up? I can't figure them out for the life of me unless I just attach a marking to the texture
I wrote a quick beginners' guide, a long time ago: http://graviteam.com/forum/index.php?topic=2369.0As in other things, my explanation covers the basics. Nobody expressed any further interest, so I stopped there.
|
|
« Last Edit: April 20, 2012, 04:24:05 AM by Kyth »
|
Logged
|
"What am I, chopped liver..?"
"Yes."
|
|
|
Aces
Generalleutnant
Posts: 583
|
|
« Reply #26 on: April 21, 2012, 02:07:52 PM » |
|
Hi chaps,
Almkost done, I've produced all my LODs but having a problem combining them all in to one .go file. They are all in .x format and I've followed the tutorial methods and named them all with, for example, SDKLFZ1.x, 2. and 3.x. The F9 key in the editor just hangs the program. Any tips on working with the LODs please.
Kind regards
Aces
PS. I'll have a looik at the tacmarks thin Kyth mate.
|
|
|
Logged
|
|
|
|
Kyth
|
|
« Reply #27 on: April 21, 2012, 02:19:04 PM » |
|
Hi chaps,
Almkost done, I've produced all my LODs but having a problem combining them all in to one .go file. They are all in .x format and I've followed the tutorial methods and named them all with, for example, SDKLFZ1.x, 2. and 3.x. The F9 key in the editor just hangs the program. Any tips on working with the LODs please.
You need to name them <modelname>l1.x, <modelname>l2.x, <modelname>l3.x (that's lower-case L, one, two and three). By the way, there might be some kind of 'error' message about some text path not being found, but you can ignore that. The important thing is to find the new file called <modelname>l.go (lower-case L, no number) which should contain all the 3 lod's.
|
|
« Last Edit: April 21, 2012, 02:27:36 PM by Kyth »
|
Logged
|
"What am I, chopped liver..?"
"Yes."
|
|
|
Aces
Generalleutnant
Posts: 583
|
|
« Reply #28 on: April 21, 2012, 02:45:18 PM » |
|
Thanks mate.
I mst be doing something stupid because even with the lowercase "l" I can't get it to work,
Can you please post me a step-by-step procedure for the object editor?.
BTW, I noticed the thing about one chunk called "d_obj" do I rename s_root?.
Regards
Aces
|
|
|
Logged
|
|
|
|
Kyth
|
|
« Reply #29 on: April 21, 2012, 02:52:40 PM » |
|
Thanks mate.
I mst be doing something stupid because even with the lowercase "l" I can't get it to work,
Can you please post me a step-by-step procedure for the object editor?.
BTW, I noticed the thing about one chunk called "d_obj" do I rename s_root?.
Regards
Aces
Here's a short writeup about it (look at Part2): http://graviteam.com/forum/index.php?topic=9671.0Do not rename s_root.
|
|
|
Logged
|
"What am I, chopped liver..?"
"Yes."
|
|
|
Aces
Generalleutnant
Posts: 583
|
|
« Reply #30 on: April 21, 2012, 03:14:16 PM » |
|
okay thanks for that I'll try and fathom it out.
Regards
Aces
|
|
|
Logged
|
|
|
|
Aces
Generalleutnant
Posts: 583
|
|
« Reply #31 on: April 21, 2012, 07:56:29 PM » |
|
It looks like I'm doing everything right in the objects editor but this PITA just won't produce the go file LODS!. I'm packing it in for tonight been at it for nearly twelve hours again today, will come back with a fresh head tomorrow. I can see why some folks settle for only one LOD! Cheers Aces
|
|
« Last Edit: April 21, 2012, 08:01:02 PM by Aces »
|
Logged
|
|
|
|
Kyth
|
|
« Reply #32 on: April 21, 2012, 09:18:34 PM » |
|
Make sure that all the LOD's have the same naming and parent structure for all the parts. And the 2nd and 3rd LOD's don't need the 's_' and 'p_' parts.
|
|
|
Logged
|
"What am I, chopped liver..?"
"Yes."
|
|
|
Aces
Generalleutnant
Posts: 583
|
|
« Reply #33 on: April 22, 2012, 08:16:01 AM » |
|
Thanks mate,
All three .x files are named correctly, the 2nd and 3rd LODs don't have s or p fragments. When I press F9 and load the fiirst LOD nothing happens, no text box flashes up or anything. I can load all three .x files in and they display fine and their d fragments are all correctly grouped as per LOD1. I'm baffled, could this be a Windows 7 issue?. I tried running the editor in XP SP3 comp[at mode, made no difference, I even re-installed the objects editor and still no joy.
Regards
Aces
|
|
|
Logged
|
|
|
|
Aces
Generalleutnant
Posts: 583
|
|
« Reply #34 on: April 22, 2012, 09:43:50 AM » |
|
SORTED It was a case thing in the .x file names, the editor seems to like all lower case in the whole name. Testing today but works in-game. Cheers Aceas
|
|
|
Logged
|
|
|
|
|