Model editing [message #61201] |
Mon, 24 January 2011 10:56 |
Torionel
Messages: 71 Registered: March 2009
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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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But after has happened something strange - I exported model in graphics.big and linked to new OBJECT. What is it?!
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 Report message to a moderator
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Re: Model editing [message #61220 is a reply to message #61201] |
Thu, 27 January 2011 04:38 |
Torionel
Messages: 71 Registered: March 2009
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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)
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Re: Model editing [message #61242 is a reply to message #61201] |
Sun, 30 January 2011 04:15 |
Torionel
Messages: 71 Registered: March 2009
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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!
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Re: Model editing [message #61243 is a reply to message #61242] |
Sun, 30 January 2011 04:24 |
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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!
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Did you take a close look at this video?
It covers the easiest way I know to fix up the helpers.
this is not an exit.
[Updated on: Sun, 30 January 2011 04:26] Report message to a moderator
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Re: Model editing [message #61244 is a reply to message #61201] |
Sun, 30 January 2011 04:57 |
Torionel
Messages: 71 Registered: March 2009
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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.
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Re: Model editing [message #61245 is a reply to message #61244] |
Sun, 30 January 2011 07:07 |
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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.
this is not an exit.
[Updated on: Sun, 30 January 2011 07:08] Report message to a moderator
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Re: Model editing [message #61246 is a reply to message #61245] |
Sun, 30 January 2011 07:14 |
Torionel
Messages: 71 Registered: March 2009
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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.
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Re: Model editing [message #61250 is a reply to message #61201] |
Sun, 30 January 2011 11:27 |
Torionel
Messages: 71 Registered: March 2009
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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:
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Attachment: screen1.jpg
(Size: 60.63KB, Downloaded 1957 times)
[Updated on: Sun, 30 January 2011 11:28] Report message to a moderator
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Re: Model editing [message #61253 is a reply to message #61201] |
Sun, 30 January 2011 11:48 |
Torionel
Messages: 71 Registered: March 2009
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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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Attachment: screen4.JPG
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[Updated on: Sun, 30 January 2011 11:49] Report message to a moderator
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Re: Model editing [message #61266 is a reply to message #61201] |
Mon, 31 January 2011 09:23 |
Torionel
Messages: 71 Registered: March 2009
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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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Attachment: ololo.JPG
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[Updated on: Mon, 31 January 2011 09:29] Report message to a moderator
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