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Everything posted by Stan`
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There is something different between the two. *.3ds are like *.obj or *.dae. *.max are like *.blend
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Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Thanks for this, finally fixed the theatron foundations. A few question about animations. Now that I've got the max file, what Should I do to have it in the game, Is it the same process as building importation ? Also what is the "base" for ? -
Sure. But all of them are pmd's... I guess I should install 3dsmax 6 on an old computer, import the pmds, save as max since every max program can read all the previous file version, and open it in2014 to export them. I'll be on Irc tonight so I can wait =)
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Bigger Maps would bring a new game mode. =)
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I'm bumping this thread since I'm a max user, and I may be able to export to blender-friendly format the skeletons, if provided with the max files. I'm also able to find a 3dsmax 6 version which I believe was the one used by the devs. I could by then use their pmd importer to convert them.
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I'm done with this one. Okay so to sum up a little bit for those who will come after. Things to be very careful with : - Scale : When you export in 3dsmax, or in Blender make sure you keep the same scale. Otherwise, you won't see the props in game without looking really close to the ground. - Pivots : When switching from 3dsmax to blender you may notice that the links are not in the middle, that's because the pivot point in max was not in 0,0,0. - Links : All the dummies you use for props should be carefully children of the main object. In blender this is just drag and drop, and in max you will use the buttons to link them. Select all except the parent with you mouse and draw a link to the parent. You will see as much links as dummies, drop the link when you are on the parent. - Rotations : Be careful with rotations. In 3dsmax Z axis is height, while in the game it's Y. - Exportations : Make sure when you export a prop that you are not exporting the whole mesh, that may sound stupid, but since the game does not support multimesh you will get an error. Also, center your prop. Otherwise you will also get the offset. Theatron_Proped.7z
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===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
Stan` replied to Sighvatr's topic in Completed Art Tasks
Here you are =) Helmets.7z Perseus.7z -
===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
Stan` replied to Sighvatr's topic in Completed Art Tasks
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===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
Stan` replied to Sighvatr's topic in Completed Art Tasks
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Oh a settlers V fan... I wished for years someone would mod it... but nobody cracked something else than the demo archive
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===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
Stan` replied to Sighvatr's topic in Completed Art Tasks
Do you want me to start them from scratch for you to gain time ? -
Well limit the max number of healers then
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Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Since you kinda made this animation I'll try with the gaul rotary mill =) About props here is what I've got. Thing is when parsing the exported model ie the one provided, it cannot find any of the prop points because they are not parented. I don't know how to parent in max.Desktop.7z -
===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
Stan` replied to Sighvatr's topic in Completed Art Tasks
Here is what you asked for All the models are in the Dae. I added the "HQ" textures I made so that you can use it to make yours or start from scratch if you wish. Happy to contribute. Seleucid_Helmets.7z -
===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
Stan` replied to Sighvatr's topic in Completed Art Tasks
I can send the high and low polys. Will you take care of the UVs ? -
Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Okay, that's great, so basically, you make an editable poly to fit the shape of the object, and then apply a skin modifier. Then you animate the polies you made and since its skinned the model will move aswell. Thing I don't understand is how you make each part of the model independant ? I know it has to do with weight, but when I do it vertices go wrong X( Good thing though, no bones to draw. Small Question about props. I saw the need to be named prop-thing. How to create it in max ? I don't have that ps helpers menu =S; -
Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
Thanks I ´ll check it at my lesson ´s break -
Do you happen to have Nvidia optimus if it´s a laptop ?
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Really Nice. Not as beautiful as 0ad though =)
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Well you coule store the field of view in the data packets to avoid that. Now the question is will you desynch the player or just switch back its field of view.
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Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
No problem. Here you go. OX_Cart.7z -
Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
The later is the new Ox Cart. I'm hoping to animate it. =) I'm able to animate the model, with no bone, and with links. -
//OFFTOPIC Is that interesting for the team ? http://apcmag.com/Content.aspx?id=2110 Also, Have you tried programs like Gboost and gamebooster ? I made tutorials for those, explaining how they work, but they are in french.
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Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion
I have reached a point were I can't learn by myself, so being here and helped with some people with greater experience. Also, I want to share this knowledge for people in my situation may need this. -
Animation in 3dsmax to be imported in 0.A.D
Stan` replied to Stan`'s topic in Game Development & Technical Discussion