Jump to content

Home

HELP!!! My Vehicle is in Pieces, Why?


Manquesa

Recommended Posts

Ok, this is really getting annoying, on top of all the other problems i've been having with this damn model, now it's a total mess once brought in game.

 

shot0030.jpg

 

Why is my ship in pieces now? Not only is it in peices but some of the pieces are rotated 180 degrees on various axis. Would this be a heiarchy or weighting issue? Cause i'm all out of ideas and I remade the heiarchy and weighting 3 or 4 times already trying to figure it out.

 

Maybe someone can figure it out if I send them the model. Would anyone with 3ds Max 5 be willing and nice enough to take a look at it for me?

 

Oh and yes the vehicle does fly and shoot like that, it's quite funny, I guess I shoulda taken a screenie of that instead.

Link to comment
Share on other sites

This problem usualy occurs when you mirror certain objects.

Im not familiar with max 5, but i suppose its not that different from 4.2

 

Anyhow, try selecting an object that you know will 'float around'

Go to your utilities tab, and click 'reset xform' -> 'reset selected'

Do this for all the bad objects, one by one.

Whenever i did reset xform on multiple objects at once i just got more trouble..

 

Oh, resetting the xform might flip the normals, so unless you're using 2sided textures, you might want to flip 'em back after resetting the xform.

Link to comment
Share on other sites

Dude man, you rock. Where the hell were you when I was posting before about my inverted mesh problems, that whole xform thing is what fixed that as well. Had I known about that before none of these other issues would have ever come up and this vehicle would have been released a long time ago. Thanks man.

 

shot0040.jpg

 

shot0042.jpg

Link to comment
Share on other sites

  • 2 weeks later...

Excellent, I've been waiting for someone to make an A-Wing model! Do you think you can do a TIE Interceptor next (to balance it out - a fast, maneuverable ship for the Imperials)? It seems like that ship could be somewhat assembled from the pieces of a TIE Fighter and TIE Bomber (with some wing modifications)...? Also, in the assets1.pk3, there's a model of Vader's TIE fighter. I imagine a you could fairly easily make that into a flyable vehicle...?

 

e-mail me, if you like, about this:

 

mgummelt@ravensoft.com

Link to comment
Share on other sites

Hey wow, i'm honored, the famous Mike Gummelt took notice of my work! Thank you.

 

Somebody already is working on the Tie Interceptor though, check it out here -- http://www.lucasforums.com/showthread.php?s=&threadid=116662

and i'm pretty sure that person did exactly what you suggested about using the model parts found in the assets1.pk3.

 

My Awing vehicle has been released btw, here -- http://www.pcgamemods.com/3038/

 

And my vehicle that i'm most proud of, you can check out here -- http://www.pcgamemods.com/2842

 

My current WIP's are the Slave 1 and the Death Glider from Star Gate SG-1 (it's a request from somebody)

Link to comment
Share on other sites

Seems like I'm the only one who preffer a Snow Speeder over A-wing. They were the one of the reasons I loved ESB. Don't get me wrong, I also loved driving the mauverable A-wing in Rogue Squadron, but my favorite was always the Snow Speeder. That's why I made it. It's so nice that JA lets us do things like that, ships, after all, are maybe the most important thing in Star Wars.

 

So... What's next?

Link to comment
Share on other sites

Originally posted by imyourfather

Seems like I'm the only one who preffer a Snow Speeder over A-wing. They were the one of the reasons I loved ESB. Don't get me wrong, I also loved driving the mauverable A-wing in Rogue Squadron, but my favorite was always the Snow Speeder. That's why I made it. It's so nice that JA lets us do things like that, ships, after all, are maybe the most important thing in Star Wars.

 

So... What's next?

 

Yeah, I saw that one, too, very cool! Snow Speeders can't fly in space, though, right...?

Link to comment
Share on other sites

Originally posted by Manquesa

Hey wow, i'm honored, the famous Mike Gummelt took notice of my work! Thank you.

 

My only suggestion is that the ship is off-center, so the bounds you have for it makes the bounding box extend past the back and leaves the front half of the ship non-solid. It needs to be moved backwards a bit relative to its origin.

Link to comment
Share on other sites

Originally posted by ChangKhan[RAVEN]

My only suggestion is that the ship is off-center, so the bounds you have for it makes the bounding box extend past the back and leaves the front half of the ship non-solid. It needs to be moved backwards a bit relative to its origin.

 

Also, Manquesa, the muzzle tags are backwards. E-mail me and we can get this vehicle working 100%...

 

mgummelt@ravensoft.com

Link to comment
Share on other sites

atat_wip11.jpg

 

Mike, Corto made this in XSI, and couldn't get it to run through carcass. By the time he'd finished he'd grown so attached to XSI that he was upset and was waiting for JA's carcass (which is apparently the same carcass).

 

He'd be able to tell you what was broken :(

Link to comment
Share on other sites

Originally posted by Wudan

atat_wip11.jpg

 

Mike, Corto made this in XSI, and couldn't get it to run through carcass. By the time he'd finished he'd grown so attached to XSI that he was upset and was waiting for JA's carcass (which is apparently the same carcass).

 

He'd be able to tell you what was broken :(

 

Argh, I don't know much about XSI or carcass... he'd have to talk to James Monroe and Jarrod Showers...

Link to comment
Share on other sites

Well, I worked out the problem with XSI, I was doing some crap I guess. Now I have 2 more models done in XSI and one ported to it, and they all compile right. Thanks anyway.

The reason why I'm not working anymore on JA models for the time being is bcuz work has been keeping me very buzy. I have serveral apps to program, and they require my inmediate attention.

But as soon as I'm done with them I'll resume my work on the ATAT and the dark trooper phase 2.

Link to comment
Share on other sites

Somebody already is working on the Tie Interceptor though, check it out here -- http://www.lucasforums.com/showthread.php?s=&threadid=116662

and i'm pretty sure that person did exactly what you suggested about using the model parts found in the assets1.pk3.

 

Lol, I just stumbled across this. Hehe ;)

 

Uh I half did that. I took the TIE Fighter mapobject, deleted it's solar panels and then modeled my own set of wings and inserted them in. The texture I used is a heavily cannabilsed version of the Bomber's wing texture.

 

Just wanted to clear that up. ;)

 

-TiM

Link to comment
Share on other sites

Originally posted by 71M

Lol, I just stumbled across this. Hehe ;)

 

Uh I half did that. I took the TIE Fighter mapobject, deleted it's solar panels and then modeled my own set of wings and inserted them in. The texture I used is a heavily cannabilsed version of the Bomber's wing texture.

 

Just wanted to clear that up. ;)

 

-TiM

 

You're actually better off starting with the version of the TIE Fighter that's already set up as a vehicle - in models/players/tie_fighter. Assuming you can import a .glm (Milkshape has a .glm importer). Anyway, I already e-mailed you back with my feedback on your model, so... :)

Link to comment
Share on other sites

Yeah, I realise that now, but at the time I started making this (something like 4 weeks ago now :p) the only tools I had access to was 3D Studio Max 3 (Ie No GLM support), JKA's assets1.pk3 and an old Star Wars book for reference. :)

 

If I were to start this again, I would definately import the TIE glm instead...

 

Anyway, thanks for the tips Mike, I think I'm nearly done now. :)

 

-TiM

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...