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Model editing [message #61201] Mon, 24 January 2011 10:56 Go to next message
Torionel
Messages: 71
Registered: March 2009
Hi, I've tried for longer hours to import new model in fable and make something new)

I used the last version of wowmodelviewer, because there are many good meshes in WoW). I installed 3ds max 2009 and all 2 plugins, saved model and its textures (.tga), and then saved that all as 'Panda Directx file'.

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And question two: how to copy HDMY_WEAPON_FOCUS_01 and other things that make us hold weapon in hands from MESH_THUNDER_SHIELD?

P.S. Yes, I imported new texture too and linked it with new mesh.




[Updated on: Wed, 26 January 2011 02:22] by Moderator

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Re: Model editing [message #61206 is a reply to message #61201] Tue, 25 January 2011 08:22 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
All right, I did it. But when I'm in Snowspire, where my new object is, my game getting crashed. What to do?
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[Updated on: Tue, 25 January 2011 08:25]

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Re: Model editing [message #61208 is a reply to message #61206] Wed, 26 January 2011 02:21 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Torionel wrote on Tue, 25 January 2011 10:22

All right, I did it. But when I'm in Snowspire, where my new object is, my game getting crashed. What to do?
You either set up the mesh wrong or you did a crap job with the definitions. Either way I can't help you without seeing the mesh and definitions.
Re: Model editing [message #61209 is a reply to message #61201] Wed, 26 January 2011 03:43 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
Here's the mesh. But what defs you mean? I can upload OBJECT, if you mean it.
  • Attachment: mesh_t_ws.x
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[Updated on: Wed, 26 January 2011 03:43]

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Re: Model editing [message #61213 is a reply to message #61209] Wed, 26 January 2011 15:54 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Well, mesh looks fine aside from complete lack of helpers. And by definitions I mean OBJECT, CWeaponDef, CCarryableDef, CInventoryItemDef, CObjectAugmentationsDef, CStockItemDef, anything in the game.bin that is specific to your weapon.
Re: Model editing [message #61218 is a reply to message #61201] Thu, 27 January 2011 03:56 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
I don't see sense to create Cdefs before I made helpers. Can you say me or give me a link how to make it?

[Updated on: Thu, 27 January 2011 03:56]

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Re: Model editing [message #61219 is a reply to message #61218] Thu, 27 January 2011 04:08 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
In 3DS, import a mesh similar to yours, use those helpers.
Re: Model editing [message #61220 is a reply to message #61201] Thu, 27 January 2011 04:38 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
Okay, here's a new mesh. Can you look at, is helpers on the right place?

My game is still getting crashed, but not so as with old mesh)
Re: Model editing [message #61223 is a reply to message #61201] Thu, 27 January 2011 11:28 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
Better check it:

P.S. Now I can go to location where the chest is, but game crashing while I open chest.

[Updated on: Thu, 27 January 2011 11:30]

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Re: Model editing [message #61242 is a reply to message #61201] Sun, 30 January 2011 04:15 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
I spent a lot of time searching how to make new helpers. Is it the right way - click Create >> Helpers >> Dummy and place helper? And how to create groups Scene-Root and Orphan_Helpers? Using Group >> Group? But if I made group such way, it will have name like [Scene-Root] without path to change it!
Re: Model editing [message #61243 is a reply to message #61242] Sun, 30 January 2011 04:24 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

Administrator

Torionel wrote on Sun, 30 January 2011 13:15

I spent a lot of time searching how to make new helpers. Is it the right way - click Create >> Helpers >> Dummy and place helper? And how to create groups Scene-Root and Orphan_Helpers? Using Group >> Group? But if I made group such way, it will have name like [Scene-Root] without path to change it!

Did you take a close look at this video?
It covers the easiest way I know to fix up the helpers.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.

[Updated on: Sun, 30 January 2011 04:26]

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Re: Model editing [message #61244 is a reply to message #61201] Sun, 30 January 2011 04:57 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
Yes, I saw it not once. But model in this vid still have helpers. The author open it in 3ds and we can see hierarchy have been made before. He export model from fable, but I export it from world of warcraft and there not such models as in fable. That's why I ask you how to make a MESH_*****_*****, Scene-Root, Orphan and other things. All that I know is what helpers I need to create to make a new weapon using this model.
Re: Model editing [message #61245 is a reply to message #61244] Sun, 30 January 2011 07:07 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

Administrator

You missed the essential part of the video.
What he does is this:
1. create own (new, or ripped) model
2. export an existing model from fable with fe
3. import that model over your new model
4. delete the mesh parts of the model you just imported
5. move the helpers to their correct spot
6. link it correctly

It's all in the video, easy as can be.
I've always done my weapons like this, it's easy and fast.

Just take a good look at the video again, follow it step by step.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.

[Updated on: Sun, 30 January 2011 07:08]

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Re: Model editing [message #61246 is a reply to message #61245] Sun, 30 January 2011 07:14 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
1. create own (new, or ripped) model - I can
2. export an existing model from fable with fe - I can
3. import that model over your new model - I can
4. delete the mesh parts of the model you just imported - Can't
5. move the helpers to their correct spot - I think I can
6. link it correctly - What is means? I can link model with texture in fe.

Re: Model editing [message #61248 is a reply to message #61246] Sun, 30 January 2011 10:22 Go to previous messageGo to next message
OldBoy is currently offline  OldBoy
Messages: 1112
Registered: October 2005
Location: Groningen

Administrator

4. delete mesh parts; check the video between 1.10 and 1.20
6. link it; check the video between 3.00 and 3.20

Like I said, if you follow the video step by step (pauze button...rewind button etc.) you can't go wrong.


http://img18.imageshack.us/img18/1640/48x48exit.png
this is not an exit.
Re: Model editing [message #61250 is a reply to message #61201] Sun, 30 January 2011 11:27 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
I'm beginning undestand that we can make new weapons only changing exported from fable models. Am I right?

Okay, I think I understood how to link pieces of mesh.

That's what I did:

1) I exported model and texture from WoW.
2) I exported sword from fable.
3) I open fable sword in 3ds. Then I replace WoW sword on it and made ~ the same scale of wow sword because it was too small.
Then I move helpers on the right places.
Then I delete all pieces of fable sword under MESH_***_*** (not helpers, only material).
Then I linked Geoset_0 and Geoset_1 (pieces of wow sword) with MESH_***_***.

Sorry for my enlish)

It is when I imported model into fable:

  • Attachment: screen1.jpg
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[Updated on: Sun, 30 January 2011 11:28]

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Re: Model editing [message #61251 is a reply to message #61201] Sun, 30 January 2011 11:30 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
here's second screen

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Re: Model editing [message #61252 is a reply to message #61201] Sun, 30 January 2011 11:36 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
screen third

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Re: Model editing [message #61253 is a reply to message #61201] Sun, 30 January 2011 11:48 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
It's the second time I imported model into fable. I made new model trying not to leave field under the mesh.



But now everytime I spawn object in the air, it has enormous piece of something near my sword(like on the first screen).
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[Updated on: Sun, 30 January 2011 11:49]

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Re: Model editing [message #61259 is a reply to message #61253] Mon, 31 January 2011 03:22 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
Put the hilt at origin. Positioned at 0,0,0, scaled at 100%, no rotations. The simple reason is because these things are effectively reverted by the time you get the mesh in-game.
Re: Model editing [message #61265 is a reply to message #61201] Mon, 31 January 2011 09:06 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
But it's a small dot if in original scale! Do you advice me to change scale of blade but don't change the hilt?
Re: Model editing [message #61266 is a reply to message #61201] Mon, 31 January 2011 09:23 Go to previous messageGo to next message
Torionel
Messages: 71
Registered: March 2009
Okay, I didn't rotate blade and hilt. I changed only scale of blade. Hilt is on 0 0 0 coords. That's what I can see in FE:



How you can see, now the sword are rotating like some another weapon.
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[Updated on: Mon, 31 January 2011 09:29]

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Re: Model editing [message #61267 is a reply to message #61201] Mon, 31 January 2011 09:26 Go to previous message
Torionel
Messages: 71
Registered: March 2009
It's when I spawn weapon...

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