Well...since I'm asking so many questions on topics here & there....I'm just gonna post all of them on this thread for now on, to keep everyhting simple... First question I have for you t'day.... Is there a way I can change a semi-transparent blade (or model section) on a saber/sword based weapon model & give it lightsaber blade properties? (A.K.A. lightsaber sounds, effects, illumination)
1st Lieutenant of the NRN
24th March 2005
Yes you can, mess around in the .sab files for said weapon and compare to default .sab files as well as .sab files in other lightsaber mods.
Also, if the sword's blade is a separate piece on the model from the hilt you can turn it off using a .skin file similar to how you would in altering a regular skin
Ok, yet another question XP….. Right, at the moment, I finally finished modeling my first weapon (whoo ^-^) Now, I’m working on skinning it….another challenge… 1) Here’s a question for you. I’m using 3DS 9 to model my weapon. (I only have that & GMAX) Can someone tell me how, and if, it’s possible to have a functional model that comes in 4 separate parts? (I had to configure the models so I could skin them with no problem) 2) If I can, what would be the best way to configure all of the necessary saber files? 3) One last question (for this post, at least) using 3DS 9, how can I compile all of the UV maps together (after unwrapping the UV maps for all 4 saber model parts) 4) Can someone link me the Md3 Export Plug for 3DSM, please?
I didn't make it!
MD3 expoty plugin for 3ds max does only work on 678 if im correct. Although you can use it on Gmax. I think that there is a link on Sticky.
Ok, that answers one of my questions, thanks.... ANyone else know about my other 3 questions?
Mapper, Modeller, Musician
18th April 2004
3) UVWunwrap each surface, but place the coordinates at different places in your map. For example, you put the first surface's coordinates to the upper right, with nothing at the lower left, and put the second surface's coordinates to the lower left, with nothing at the upper right. Then you make a texture, for both of these models, and applies it to both of them. I hope I understood you right. If not - just wait for another answer.
Ah....never mind...I figured out how to do everything I just asked ^_^'.... I found out I can have more that 1 initial model part & texture pieces. Crisis adverted! ^^
Ok, I'm 'bout done modeling my weapon (luckily didn't hit the 100 vertice limit, thank God ^_^'), so, to test it out, I slapped on some basic skins (basically only 1 color per part) and imported In-game....that's where I came into my next problem.... ...it seems that the extra cog pieces (if you could call them that) seem to turn transparent at the top_center section for no oubvious reason... Think anyone knows what the issue is? Here's some images to show what I mean....
(bump) ....any advice on this issue? Sorry to sound a bit....impatient...i'm just a bit wound up ATM, and I really want to finish this soon >.
Awkward? You bet!
28th August 2006
uhm...JKA has a 1000 vert limit...which can be worked around by splitting the mesh up into pieces that are less than 1000 verts each. It can have 32 parts in the total model. that means 32000 verts max. Dont get ANYWHERE near that though. I also dont see any invisible parts, either. Ingame, if it really is appearing invisible, the normals are probably flipped. I dunno what program youre using, it looks like Max, so in Max, go into the side bar with the faces that are appearing transparent selected, and click Flip, it should solve it, unless its something else I dunno about. More info would be good here. If its a different program, tell me which and Ill see if I know where it is in that one. Gmax is pretty much the same as Max btw, so it would be in the same postion as it is in Max.