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Plea to anyone who has got a model in game


Prophet

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I've been working on my Battle Droid on and off since JKII came out. I've completed almost the entire thing, however I can't get it in game. I have tried several times, but I haven't got past tagging. I had hoped to get it done myself, but this may take a long time :( This is really all that holds back the models release, and so I'm hoping someone will be able to help me out.

 

Thread:

http://www.lucasforums.com/showthread.php?s=&threadid=60869

 

Images:

http://www.btinternet.com/~browngreen/bdpreview3.jpg

http://www.btinternet.com/~browngreen/bdpreview4.jpg

http://www.btinternet.com/~browngreen/bdpreview5.jpg

http://www.btinternet.com/~browngreen/bdpreview6.jpg

http://www.btinternet.com/~browngreen/bdpreview7.jpg

http://www.btinternet.com/~browngreen/bdpreview8.jpg

 

The model is segmented and capped, as well as fully textured. If anyone would like to help me get this out, please respond.

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I know this sounds dumb and you've heard it before, but spacermonkey's tutorial (found on polycount, the file database here, etc) says how to do the tags. IF you look at Anavel Gato's link, he has solutions to many of the common errors in tags. Other than that, I'm sure you'll probably have to ask one of the non-n00bs (I'm a n00b so I don't know the answer to your question).

 

Would be nice if someone could make a more complete tutorial covering the tags (adding onto Spacermonkey's of course), but the best way to learn is by doing it :).

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I don't what the exact problem is but for the tagging but this is how I did it:

 

- Import Kyle's root.xsi in a new Max scene.

- Delete all the bones and geometry exept for the ones that start with 'bolt' and stupidtriangle, mesh_root and model_root.

- Delete the 'bolt' tags that have _1, _2 and _3 behind them.

- Select everything in your scene and unlink everything so that the possible hierarchy between the tags is gone.

 

Now you should have a Max scene with just the tags that you'll need for your model. Save it for later use.

 

If you have your Battle Droid model alligned to the standard JK2 skeleton than you can merge the Max file with all the tags into it. Now you only need to move some of the tags a bit to fit the model better.

 

Since your model has been segemented and capped you can link everything together (see Spacemonkey's tutorial) so you can start with vertex weighting.

 

ps. This guy MacD has just released his Battle Droid model so he might have some good pointers.

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Ok, two things. First is that when ever I try to import Kyle, the skeletons legs are a right angle to its body. Would the same thing work with the Stormtrooper? Secondly, when you say delete everything, do you mean bones such as (for example) lfemurX and ltibia? Does anyone have a MAX file with the appropriate parts deleted?

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It's "normal" that Kyle's legs are sticking forward. You can rotate them back manually. It's 90.5 degrees rotation I believe.

 

I did mean delete everything except including the bones so that you have a max file with only the tags.

 

In the Max file with your model and the bones you have to delete all the tags before you merge the tag max file.

 

Why I deleted the tags from my model's Max file to merge them back later on? This I did so I didn't have a ton of tag objects in my viewports or "hidden list". And to make sure I didn't modify them during the modelling/skinmapping process.

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ah, ok. Thing is, I actualy built the mesh in Milkshape, and so my model, while it fits around the skeleton, doesn't have the skeleton as a part of it. Still damned confusing, but I'll give it a go. I'm very much a fan of step by step instructions when I'm learning lol.

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