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WIP: TIE Interceptor Vehicle


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Posted

Seems like I get other problems with every vehicle I make.

 

This time, after I finally made it to look forward, it started shotting to the left. I remade all the tags, but no help.

 

I'll get it to work ok eventually, and that would be tomorrow, cuz it's getting late.

Posted

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

Posted

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

Posted

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

Posted

Hmm, the tags are still misaligned.

 

What seems to be the problem? Why can't you just rotate the tags around the y-axis, on what appears to be about 45 degrees to the right?

 

-TiM

Posted

Perhaps this is where you should talk to our friend at Raven who so kindly offered assistance...and here are my uneducated thoughts: Perhaps its not the tags being messed up, but the vehicle was rotated during compile or somthing?

Posted

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

Posted

It has to be the tags man. Load it up in Modview and it should and select one of the tag surfaces. It should look like this: SP32-20031206-100321.jpg

 

If it doesn't, then you need to fis the tags.

 

 

 

shot0054.jpg

Posted

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

Posted

1. You can simply change it by changing the hight in the .veh file.

 

2. I didn't quite understand the question :confused:

 

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

Posted
  Quote
2. I didn't quite understand the question

 

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

 

  Quote
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

Posted

imyourfather, did you do this same thing for the Raven's Claw and Millenium Falcon on the AOTCTC site?

 

What Tim means is, when you rotate the camera in flight, it rotates around the front of the ship instead of the center.

 

Am I right?

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