Duncan_10158 Posted October 25, 2003 Share Posted October 25, 2003 Here is the tutorial i wrote, its on how to bring a vehicle model in Jedi Academy. it has probably lots of faults, wrong written, or things left out. could you take a look at it. if you know any problems you came across, i could add it in the toubleshooting. Here is the link: http://io.meskinaw.net/vehicle_importing_tutorial_for_ja.html let me know what needs to be corrected or added. Duncan_10158 Link to comment Share on other sites More sharing options...
Manquesa Posted October 25, 2003 Share Posted October 25, 2003 Ahh yesss!!!! Your timing is impeccable. This is just what I need. Thank you, thank you, thank you. Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 25, 2003 Share Posted October 25, 2003 Thanks ducnan! Link to comment Share on other sites More sharing options...
Chairwalker Posted October 25, 2003 Share Posted October 25, 2003 Awesome tutorial, lots of info and pics. But, im not sure if you really need dummies at all. I managed to import vehicles with only a mesh_root dummy, and i think that its possible to import without that one too. Also, the scale and origin settings in carcass arent neccesary either, scaling and moving the model in max should work fine aswell. Link to comment Share on other sites More sharing options...
Duncan_10158 Posted October 26, 2003 Author Share Posted October 26, 2003 ok, troubleshooting point one found. Scouttrooper, if i remember right, the cubic scale key error is about the windows language setting. while exporting a model out of 3ds Max you have to be in English(US) language setting. change it and try it in assimilate again. about the plugins, they are in the two SDK releases by raven, here are the links to both. you dont need to install the SDK's, just open them with WinZip and extract the plugings. http://www.jk2files.com/file.info?ID=2433 http://www.jk2files.com/file.info?ID=2888 Link to comment Share on other sites More sharing options...
Manquesa Posted October 26, 2003 Share Posted October 26, 2003 I can't compile in Assimilate. I keep getting an error message that says "Process returned error:1" The compile window pops up and closes real quick but i've been able to make out that is says "no such file or path" and for some reason it's looking for blah/blah/blah.... /gamedata/base/models/players/awing/files/lucasarts/star.car though it should be looking for blah/blah/blah.... /gamedata/base/models/players/awing/model.car Link to comment Share on other sites More sharing options...
Manquesa Posted October 26, 2003 Share Posted October 26, 2003 Okay, now i've decided to make things simpler, so I made a folder called "base" at the root of my hard drive. So I got c:\base (which contains assimilate and carcass \models\players\awing (contains root.xsi) Now I get further in the compile but am getting a new but similar error. Here's how I got my prefernces set up: http://f1.pg.photos.yahoo.com/ph/manquesa/vwp?.dir=/awing&.dnm=SP32-20031026-001034.jpg&.view=t And here's the compile window, where it stops at: http://f1.pg.photos.yahoo.com/ph/manquesa/vwp?.dir=/awing&.dnm=SP32-20031026-000715.jpg&.src=ph&.view=t&.hires=t I don't understand why it keeps screwing up the paths Link to comment Share on other sites More sharing options...
Duncan_10158 Posted October 26, 2003 Author Share Posted October 26, 2003 Manquesa, that happens when you dont correct the path. read step 14, you have to delete the >c:/base<. you have to do that step every time you add a file into assimilate. seting up assimilate right is very importent, it must be placed in the same structure like i wrote in step 10. Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 26, 2003 Share Posted October 26, 2003 So... Do I need the dummies or not, and if I only need the mesh_root, do I need to connect the skeleton to it as well? Link to comment Share on other sites More sharing options...
Duncan_10158 Posted October 26, 2003 Author Share Posted October 26, 2003 All models from raven have these dummies, i have them in the vehicles i brought in game and it worked. perhaps they are not needed, perhaps it will cause a crash later in game without them, i dont know, havent tested it without. But if you want to save the 90 seconds you need to create or import the dummies, then go ahead. Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 26, 2003 Share Posted October 26, 2003 Talking about importing, I can't import the xsi's that came with the modeling tools, it gives me some error message. I made the tags by making a triangle using lines, extrecting it, converting it to editable mesh, and deleting the 4 unneeded poligons(sides and bottom) Link to comment Share on other sites More sharing options...
Duncan_10158 Posted October 26, 2003 Author Share Posted October 26, 2003 imyourfather, i suppose you aretalking about the >jedi academy model and animation< pack by raven? you want to import the XSI vehicle model, then you need the dotXSI plugin for 3ds Max (as i wrote in the tutorial). the old plugin from raven doesnt work for that. you can get that plugin from here: http://sourceforge.net/projects/dotxsi4max/ you have to download th one for your 3ds Max version. Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 26, 2003 Share Posted October 26, 2003 The file is only for export. Link to comment Share on other sites More sharing options...
Duncan_10158 Posted October 26, 2003 Author Share Posted October 26, 2003 sorry wrong link, this one is for import, http://www.softimage.com/download/xsi/converters/max/default.htm you may need to register to get it. btw, do you think it would be a good idea to add these plugins directly to the tutorial, so you can d/l them all from the tutorial? Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 26, 2003 Share Posted October 26, 2003 thx Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 27, 2003 Share Posted October 27, 2003 New try, new error *sigh* Unable to open output file "c:/base//base/models/players/sfighter/sfighter.frame s"! Link to comment Share on other sites More sharing options...
Manquesa Posted October 27, 2003 Share Posted October 27, 2003 that's the same that happened to me when I posted my error a few posts above. You need to make sure you delete the "c:\base" part of the path at the part right before you compile, where you check the box "Makes it's own skeleton", after you check that box the path appears in the box below, that's the path you need to edit. Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 27, 2003 Share Posted October 27, 2003 I see the problem, I deleted c:/ but forgot to delete base thx Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 27, 2003 Share Posted October 27, 2003 Ok, I finally made it work ingame, and in the proper size, 0.25 made it tiny, so I changed it to 5(which made it rather gigantic) I would've change it again, but that would mean doing a lot of stuff again, so meh. Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 28, 2003 Share Posted October 28, 2003 My guess is that you just need to weight the bones to the model, and link them to the skeleton root. There's a tauntaun, a wampa and a rancor models provided with the Models And Animations thingy that raven provided. Link to comment Share on other sites More sharing options...
tFighterPilot Posted October 28, 2003 Share Posted October 28, 2003 I advertised this tutorial in gaming forums (not all of the guys there are n00bs ) http://www.gamingforums.com/showthread.php?t=95256 Link to comment Share on other sites More sharing options...
Manquesa Posted October 30, 2003 Share Posted October 30, 2003 Thanks again for the tutorial, it really helped me a lot. Although, the tut is only for non-animated models. I need to know now how to animate the landing gear at take off. This is for my Sith Terminator model (well, for the Awing too) . So far I tried to just apply bones to the landing gear, I included all that in the hiearchy and then I added the skin modifer to weight it and then I animated the landing gear to fold up into the ship. Then I try and compile in assimilate but I keep getting an error saying that the .XSI import failed. Of course all of this I just guessed at how to do as there is no tut yet for doing animated vehicles that i'm aware of. Anyway, if someone could please give me a brief explanation at least, i'd appreciate it. Thanks Link to comment Share on other sites More sharing options...
Duncan_10158 Posted October 31, 2003 Author Share Posted October 31, 2003 Manquesa, the animation is quite as you wrote it. create a skeleton for the landing gear attaching to the pelvis (not pelvisend). change the skin modifier so the landing gear is weithted to the bones you just created for that. then animate a sequence like we did it for the pelvisend. then export and use exactly the same settings like for the nonanimated vehicles. i dont know what could have been wrong on what you did. i am planig on making a tutorial on animated vehicels, but have not yet started to work on it. i hope this short hint helps you. Link to comment Share on other sites More sharing options...
LightNinja Posted November 2, 2003 Share Posted November 2, 2003 Hi Duncan, nice tutorial, i've done this ship (not many detailed and simple) to practice: http://f1.pg.photos.yahoo.com/ph/danadn2000/vwp?.dir=/JKA&.dnm=ship.jpg&.view=t but look, look the problem and look the settings (it puts EN(english US)): http://f1.pg.photos.yahoo.com/ph/danadn2000/vwp?.dir=/JKA&.dnm=error.jpg What can i do? could i send ya the model in .max and u could export to glm? Link to comment Share on other sites More sharing options...
71M Posted November 3, 2003 Share Posted November 3, 2003 Originally posted by Manquesa Thanks again for the tutorial, it really helped me a lot. Although, the tut is only for non-animated models. I need to know now how to animate the landing gear at take off. This is for my Sith Terminator model (well, for the Awing too) . Hmm, Manquesa, I have a suggestion that may work but I'm not fully sure if it will. It's worth a look into at the very least. The KOTOR_Flight School map came with 3 new vehicles that were modeled by it's creator, and I decided to do a bit of looking into it's PK3 file. In the vehicle directories, I found that most of them had the "x-wing.gla" file in them. My guess is the creator imported the bones from the x-wing model, and then rigged his models with the bones that were made to control the gears going up/down for the x-wing, exported the model and then followed the same procedure used when you normally are attaching the animations to a player model. Perhaps if you tried that, you might get the same/similar results. Give it a try. -TiM Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.