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WIP: TIE Interceptor Vehicle


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Sorry about that.

 

I had all of the tags in the right positions when using it with MilkShape, but I guess when I converted it back to Max, they all got rotated on some weird angle (That or Max handles tags differently :p)

 

Thanks again!

 

-TiM

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woah, really??

 

Hmm, I know they were there.

 

I'll e-mail you the glm I compiled with MD3View. It won't work in-game, but you can use ModView to see where the tag positions are meant to go. :)

 

Thanks!

 

-TiM

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Well I think I've finished everything I can do. I just finished making a specular texture for the wings, created damage md3s, made the radar icon, and made custom explosion effects.

 

All we have to wait for now is for imyourfather to finish converting the mesh to a GLM then it's all done. :)

 

-TiM

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Okay really odd.

 

I don't know what I could have done to make the tags rotate incorrectly on compile. :(

 

Hmm, if possible, can you e-mail me the GLM you have so far? I'd like to take a look at it myself in ModView.

 

-TiM

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Hmm, aside from the tag rotations, after looking at the fighter ingame, there are a few other things.

 

1. When it's stationary, the static model floats above the ground.

 

2. After looking at the bone structure, are you able to reposition them so as to make the cockpit module section the rotation origin?

 

3. After comparing the non animated GLM I made and your GLM, it appears you have scaled the mesh's size up a bit. Can you lower it back down so the cockpit module is roughly the same size as the TIE fighter's cockpit?

 

Thanks

 

-TiM

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2. I didn't quite understand the question

 

Uh, never mind, I don't know how to explain clearly. :p

 

3. I didn't scale it in 3D Studio Max, so it must have been when compling it to glm.

 

Hmm, weird... Would it be possible to scale the model down in max, and then the resulting compilation would make it reach it's normal size?

 

-TiM

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