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model partially extracted!


cchargin

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Hello all,

 

Yep, Seprithro is right those are bones or helpers or something.

 

To get rid of them easily in gmax:

1) go to Edit->Select by->Name

2) in the top box type: *_g

3) click the "select" button

4) on the right side menu click the tab with the monitor on it

5) click the "hide selected" button

 

That will hide almost all of the white boxes. There are 1 or 2 that don't end in _g you just have to click on them and hide them seperately.

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It looks like lods ( jkO and JKA) to me. what I think you have there is two heads and then two complete bodies. One is a low poly version and one is the high poly aka mesh smooth by importing it 's snapping on the same axis so the mesh is showing on top of one and other. The finished copy has the texture while the lowpoy is blocky and chunky and using maxes default material standard gray.

 

I also noticed that missions head band, mouth box, and eyes have been severed from her head. To move things around and not loses them when selecting the model the first time at the top under one of the dropdowns there is an option for grouping parts together this is very useful when modeling you can group and ungroup as you would like .

 

Try this. After importing one of the models in the FRONT view port select the whole thing and group then with the move tool it looks like a 4 way arrow by left click dragging over the whole model. Next constraining on the x axis move the model over to the left or right a god distance over but still in the FRONT view port . Then import then next one and I think you will find that separating them now if any part are overlapping will be much easier to do. ;)

 

 

Tips

 

Shift key and the move tool will clone a selected object.

 

Right clicking the view port header ex : left , front will give you options of out put

 

Default is smooth, use wire frame to lower the amount of memory used by the computer in all View ports but the perspective.

 

 

svösh

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I think all three of you are correct, but I don't think it should be like that . If you extract Hk-47 and load him up all those pieces that are separate with mission are in one nice tight package with HK none of it is separate unless I make it that way. So I think some thing is still missing with the other models, but I don't really know for certain just a guess.

 

Could the import script be the problem

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T7 : HK and mission would be different as HK is a complete model , ie his head cant be used for another character while missions can be , also mission can use the other MDL and MDX files while HK's is all one mdl and mdx , no seperate one for his head

 

i would think it would be made this way so that Bioware could just model bodies that are generic and can be used for anyone while with HK no one else is getting his body / head at all , this also allowed the game makers to swap out missions head easily enough if they wanted to swap it for a remodeled head without having to carve up their model for her

 

thats if i undeerstand you right and thats what you were asking .. if not um ignore me

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After looking at the pic again I see the helper controllers so I may be wrong but I have never seen bones so fat I know you can adjust the fin size but those are huge… Anyways the thing is that hk’s eyes and mouth ? speaker box don’t move. the eyes and mouth are usually joined to one and other because of all the animation involved but I think any organic character will have the same thing as mission.

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I understand why the head and body models are separate but what I don't get is why the "bones and the "mesh?" is separate. Is this a normal practice by devs to do this for games?

 

cchargin can the maxscript be used to export the model( I know that your tool only extracts for now ;) ). tk102 had an idea to add anims to a model then export it to see what is missing from the ascii. The only problem is when I export it there is not much there, I think I may have done something wrong when exporting it.

 

I think any organic character will have the same thing as mission.

 

hmm. It still seems wrong, but what do i know I just started to learn gmax.

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i cant recall what game it was but i saw a movie must be 4 - 5 years ago showing off in game characters , the video showed char1 walking down a hallway then morphing off his "skin" and showing his "bones" (which were just white pencil type things) they then morphed a new "skin" on top of the "bones" to show they used the same bones for each different model and just changed the outside looks of the character

 

this would make sense , one set of bones and many meshes would mean only having to animate one lot of things rather then tens/hundreds

 

would save time , money , and allow modellers to do more work in the same time frame

 

the onylt ypes of creatures that couldnt use the same bones would be creatures that arent humanoid , the droids proberly use a limited version of the same one (no melee animations) to again save time making the animations

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The bones and mesh are separate but joined. What I mean is the bones float in the middle of the mesh. The skin or mesh surrounding it then is linked to them through a process called weighing. You have to select groups of vertexes (using the falloff feature comes in handy here) around an area and assigning it to the bones so when you move the bones the mesh moves also.

 

When hex editing revan I saw a lot of references to cut scene dummies I think that’s what you have showing with the finished model if you have seen the bones in other games they look like thin elongated diamond shaped objects. And usually have a big yellow cross hair for the end controllers feet hands knees… ect

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ok ive d/led v.0.2 but im still having problems, im getting run time errors each time i attempt to open the model when ive followed the instructions to get textures with it :(, has any1 else got the same problem?

 

also i decided to show what im working on, its my first model EVER in any 3d editor so i know its abit rubbish, and i know its not completed,

this is just the BASIC chasis for r2d2 :), hes not animated as i dont know how to do that, yet, but hopefully ill be able to work up to that.

http://img52.photobucket.com/albums/v158/DoomDealer/KOTOR/?action=view&current=r2.jpg

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right.......im stuck:mad:

 

i downloaded gmax the 0.2 version of this program and i have extracted teh canderous mdx files, mdl files and tga images but i still cant get it to work???

 

 

I select the file then click doit which changes it to p_candba_out.

 

i load gmax try to impot the file but i get an error message can some one help!?!?

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Originally posted by lowiej

right.......im stuck:mad:

 

i downloaded gmax the 0.2 version of this program and i have extracted teh canderous mdx files, mdl files and tga images but i still cant get it to work???

 

 

I select the file then click doit which changes it to p_candba_out.

 

i load gmax try to impot the file but i get an error message can some one help!?!?

 

lowiej you need to put nwn_mdl_v03b.zip contents in to the max scripts folder in side gmax

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Lowiej posted:

so how do we change them??

 

That functionality is not yet available.

tk102 posted:

I believe it would be even more advantageous if the ascii file generated from gmax for example could be repacked into KotOR's .mdl format. That would pave the way to actually create new models (albeit static models).

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ok ive been messing around with this for a while, i decided to go back to the r2d2 model when i have some more experiance!

 

 

anyway, the UNFINISHED POD Racer: (i know the pod is abit basic, but i ran out of time to do it)

 

the POD engine:

http://img52.photobucket.com/albums/v158/DoomDealer/KOTOR/?action=view&current=podengine.jpg

 

the POD racer:

http://img52.photobucket.com/albums/v158/DoomDealer/KOTOR/?action=view&current=podrace.jpg

 

 

what you think of my begginers attempts?

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nice models Doom_Dealer

 

I think the r2 is looking good as well to make the legs easily in the left view port with the spine tool or line tool make a shape similar to that of the gmax icon in the top left corner on with a flat base and upside down next use extrude to get a 3d shape from the spline. check on cap start and end change the default amount to 5 instead of 25 and or there abouts , when your happy with it.

 

Go to the front view port and line it up next to the body adjust the height. Then holding shift down drag it over to the left side to make the other leg next take a sphere and use a nonuniform scale on it’s x axis scale it down for wheels repeat the cloning to stick one under the main torso and then clone two more for under the legs :)

 

svösh

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Originally posted by svösh

No it’s much easer then it sounds the legs should take 10 min tops and the squished sphere is like 2 seconds and cloning what you already have is a piece of cake ;)

 

lol, for you maybe, buyt ive only had this gmax for a day/

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