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Topic: How to convert wrench_h mesh to game. Read 1411 times  

67482ecced577fascinate4

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Hi again. I decided to try yourself to make my own replacement of wrench. I already replaced wrench in 3d program and rigged it, but i don't know how to convert 
it to the game. I should use "3ds to bin", and then i should use "meshbld" to get .cal file, right?

67482ecced993RocketMan

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Using the 3dstobin front end in mesh mode will produce the .bin and .cal files automatically.  You just have to ensure you rigged the model correctly and then place the files in the correct override folder in the game

67482eccedaa4fascinate4

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Well, looks like I did something wrong, cause when I click "Go" then prog tell me that "This file doesn't appear to be a mesh", if I click no then meshBLD crashes.

67482eccedbd3RocketMan

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You have to have all the original limit planes and vhots from the wrench mesh.  Since SS2 doesn't have that source material available, you have to use the thief garett sword .e file.  Then delete the arm and sword, leave the rest, and put your mesh in its place.

67482eccedd30voodoo47

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Olfred did the candy wrench for the xmas mod so he would probably know (the least painful way around melee weapon meshes).
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What RocketMan said.

I could provide a 3ds or blend file with limit planes, if needed.
Sometimes the generated .cal files lead to a wonky behaviour so I sticked with the original one.

67482eccee356RocketMan

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Sometimes the generated .cal files lead to a wonky behaviour so I sticked with the original one.

Interesting... it never occurred to me to try that but it would be more reliable than making a new one that you aren't sure will work.  I'll try that next time.


Fascinate:

Whether you get a 3ds file from Olfred or the .e file from the thief CD, you have to load (or convert from .e to 3ds and load) the file in your 3d editor, delete the original thief mesh only, leave the limit planes and there should be 1 box at the end of the sword.  Leave that too.  Import your own mesh and position it exactly like the arm and sword were (as close as possible).  Then move the little box (the vhot) to the tip of your new weapon as this is used for collision detection and sets the range of your melee weapon.  Save as .3ds, go into the 3dstobin front end.  Load your 3ds file and pick mesh mode.  Pick your texture filtering options and hit go.  It should work.  If you get an error at this point it is more than likely due to the mesh itself (too many polygons or some sort of mesh error such as concavity or a vert not welded).  Then you can either use the generated .bin and  .cal or keep the original .cal as Olfred suggested.  Put the files in the appropriate override folder labelled mesh (for the .bin/.cal) and mesh/txt16 (for the textures). 

67482eccee45bfascinate4

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Olfred, can you send me this example with limit planes in 3ds?
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Here is the 3ds.
You can delete the "Arm" and "Weapon" Mesh.
[cane melee.3ds expired]

67482eccee6e1fascinate4

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Hell yeah! It's working! Thank you, guys, I love you :DD



67482eccee7ecvoodoo47

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hmm, you could model just the hand with a vhot and then attach the bottle via NVscript. would allow for easy swaps with vodka and bubbly bottle.

67482eccee8feRocketMan

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Is there a way to do that so that the Vhot is always at the far end (bottom) of the model?  If the vhot is always at the end of the hand, the weapon won't hit enemies properly.
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Even on the vanilla models it isn't at the end.
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