A101 Posted April 28, 2002 Share Posted April 28, 2002 Well, I've finally managed to get my model compiled and ingame. Only problem is that he's only showing his torso with all it's normals flipped. Here's the pic: Link to comment Share on other sites More sharing options...
spacermonkey Posted April 28, 2002 Share Posted April 28, 2002 flip the normals in max before you export it as an xsi. that should do it. I used to have a similair problem with getting models into quake 3. try this - Assuming you use max/gmax. Select those objects, go to the utilities tab (the one on the right) and apply a reset Xform. Then go to the modify tab, and collapse the stack. Then go into face/poly sub-object and select all the flipped faces. Then click 'flip' under surface properties in the faces/polygons sub-object rollout. obviously save a copy of your model before you try this . very interested to hear how you had your model setup in max before you exported it. Link to comment Share on other sites More sharing options...
A101 Posted April 28, 2002 Author Share Posted April 28, 2002 yeh, it happens to me with Q3 sometimes as well. I was just so chuffed that I got it ingame that I wanted to post it here ^_^ I VERY crudely used a skin modifier to weight the segments and bolts/tags to the bones. I also linked all the segments and tags to the torso, to get rid of the hierarchy errors while compiling. I really just wanted to see what had to be done to get a model ingame, so I rushed through it all, attaching each segment to only 1 bone and such. Now that I know what needs to be done, I'll try doing it properly. I also need to make a proper UV map. I just planer mapped everthing. God I'm lazy >_< Link to comment Share on other sites More sharing options...
Guest seantree Posted April 28, 2002 Share Posted April 28, 2002 sweet, thats pretty much what i did last night. half asses weights etc.. but i did not link my meshes together :/ give us more info on the linking. what order did you use etc.. good job Link to comment Share on other sites More sharing options...
spacermonkey Posted April 28, 2002 Share Posted April 28, 2002 haha, well I hope it does show up in game this time. I'm gonna post the list of hierarchies for all the objects later so you might get some use out of it. Link to comment Share on other sites More sharing options...
spacermonkey Posted April 28, 2002 Share Posted April 28, 2002 Crab, I'll post the hierarchy in about an hour, just finished my model in a day (relaxation thing) and my pizza arrived so dont worry. Link to comment Share on other sites More sharing options...
VEGETA2K1 Posted April 29, 2002 Share Posted April 29, 2002 A1 thats excellant! u did it before i could! hehe, u gonna show this at bfp, and get an "A" on ur homework? hmm.. wonder if it would be posible to make some sort of tool, that would assignt verts to bones automaticly... ofcrouse not great,ly done, just a simple way.. like those uvmapping programs(lithunrap ect.) maybe htere is a program like htis? any who, great job hehe.. Link to comment Share on other sites More sharing options...
spacermonkey Posted April 29, 2002 Share Posted April 29, 2002 vegeta- it could probally be done with a max script - but it would be pretty useless as assigning weights to a model is very important because it determines how it will deform - when animated. Link to comment Share on other sites More sharing options...
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