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Home » Fable TLC » Discussion » Graphics Editing » A Video, Making Weapons Work in Fable, The Easy Way  () 1 Vote
Re: A Video, Making Weapons Work in Fable, The Easy Way [message #36456 is a reply to message #26542] Fri, 04 January 2008 08:44 Go to previous messageGo to previous message
morerunes is currently offline  morerunes
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Registered: June 2007
Location: My desk

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1. Export the mesh for Iron Greatsword

2. Export your mesh from Blender to wavefront (obj)

3. Import both into 3ds Max

4. Click on the little display list button

5. Click "Display Subtree"

6. Rotate and Scale your mesh to fit the Iron Greatsword (don't stretch, just make sure it is in the same spot and the sizes are relative to the sword)

5. Go to the list and select material-_55 and Greatsword2h

6. Press the delete key located on your keyboard above the left arrow on a standard keyboard.

7. Move the different helpers to appropriate spots:

HDMY_AUG_01: Bottom of Blade
HDMY_AUG_02: Top of Blade
HPNT_weapon_pos_a: Top of Blade
HPNT_weapon_pos_b: Bottom of Blade
HDMY_WEAPON_FOCUS_01: Where the handle is held.

8. Go to the list and click on Mesh and Mesh_001

9. Click on the linking button (looks like two windows with a chain between them, found in top-left corner)

10. Click on the list button and click MESH_SWORD_GREAT_BRASS or something like that.

11. Click "Link"

12. Click the cursor button.

13. Either texture map or export. (for texture mapping see this and this and maybe even this)


14. When you export, use Panda Exporter, with normal optimization, uncheck inline, uncheck "include animation", uncheck flip normals.

15. Import into FE, give it a material.


Well there you go, a "step by step" tutorial, including almost every step.


"All of the work, and none of the play, will surely provide for a speedy decay"
 
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