Page 2 of 2 FirstFirst 12
Results 21 to 31 of 31

Thread: H. syndrome - 3ds Max (SOLVED)

  1. #21
    karaislam's Avatar Vicarius
    Join Date
    Oct 2009
    Location
    Antalya
    Posts
    2,651

    Default Re: H. syndrome - 3ds Max (SOLVED)

    pacco leg textures i did not like

  2. #22
    pacco's Avatar -master-of-none-
    Join Date
    Dec 2006
    Location
    Sarajevo, Bosnia and Herzegovina
    Posts
    4,648

    Default Re: H. syndrome - 3ds Max (SOLVED)

    You can change them. Check your PM.

    Skinner and modeller for Roma Surrectum
    Under the patronage of Tone
    my shield collection




  3. #23
    paradamed's Avatar Praepositus
    Join Date
    Jun 2006
    Location
    Brasília, Brasil
    Posts
    5,806

    Default Re: H. syndrome - 3ds Max (SOLVED)

    Will you release them as a submod for BC? They look great!

  4. #24
    pacco's Avatar -master-of-none-
    Join Date
    Dec 2006
    Location
    Sarajevo, Bosnia and Herzegovina
    Posts
    4,648

    Default Re: H. syndrome - 3ds Max (SOLVED)

    They will be in BC 3.0.

    Skinner and modeller for Roma Surrectum
    Under the patronage of Tone
    my shield collection




  5. #25
    paradamed's Avatar Praepositus
    Join Date
    Jun 2006
    Location
    Brasília, Brasil
    Posts
    5,806

    Default Re: H. syndrome - 3ds Max (SOLVED)

    Oh, great news!

  6. #26
    Matthæus's Avatar Knez Bribirski
    Join Date
    May 2006
    Location
    Croatia
    Posts
    3,018

    Default Re: H. syndrome - 3ds Max (SOLVED)

    did you solve the lightning problem on the coif ("barmica" groups) ?
    if not, I could help with that

  7. #27
    pacco's Avatar -master-of-none-
    Join Date
    Dec 2006
    Location
    Sarajevo, Bosnia and Herzegovina
    Posts
    4,648

    Default Re: H. syndrome - 3ds Max (SOLVED)

    I did't - what is the problem?

    Skinner and modeller for Roma Surrectum
    Under the patronage of Tone
    my shield collection




  8. #28

    Default Re: H. syndrome - 3ds Max

    Quote Originally Posted by AnthoniusII View Post
    Pacco i don't have 3ds max but i believe it will be the same ms3d:
    Go to the groups:
    Select (by double clking) the shield(s):
    Chose bone_LElbow by 100%.
    For the primary weapons chose them (groups) and assign them to bone_Rhand by 100% or if you have javelings place them the same way you place the spears and assign them to bone_weapon_weapon01

    Having the same problem. But question: how do you assign the primary weapon to bone_Rhand? This is my first attempt at this...

  9. #29
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,046

    Default Re: H. syndrome - 3ds Max (SOLVED)

    Yes is actually safer than assign it to bone_weapon_weapon1.
    Do not ever forget each group's comments.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  10. #30

    Default Re: H. syndrome - 3ds Max (SOLVED)

    Quote Originally Posted by AnthoniusII View Post
    Yes is actually safer than assign it to bone_weapon_weapon1.
    Do not ever forget each group's comments.
    But step by step, how do you actually make assignments?
    I followed this tutorial and it didnt really say much of anything about assignments or the comments... so I'm not 100% clear on the theory of how they work or what they do either.

    http://www.twcenter.net/forums/showthread.php?t=412456

    Here's a link to my problem in more depth:

    http://www.twcenter.net/forums/showt...1#post11330291

    Thanks in advance!

    EDIT: for kingsguard_shield, under comments I have this:
    shield0
    kingsguard_shield
    0

    but for sword_1... the comment field is blank

    RESOLVED:
    just added in the following:

    primaryactive0
    sword_1
    0

    to the sword_1 group's comment field.
    I'd still like to understand the relation between groups, bones, and vertices though. Anyone know a good tutorial for that?
    Last edited by euskingc; April 16, 2012 at 04:40 AM. Reason: more info

  11. #31
    AnthoniusII's Avatar Μέγαc Δομέστικοc
    Join Date
    Feb 2007
    Location
    Thessalonike Greece
    Posts
    19,046

    Default Re: H. syndrome - 3ds Max (SOLVED)

    A small tutorial about Realism/Gravity project is on its way.
    But know this (experimental stats).
    The groups that defined with the number 0 on their end must not
    be more than four categories.
    As categories we mean:

    1. primaryactive0
    2. primarypassive0
    3. secondaryactive0
    4. secondarypassive0
    5. shield0
    6. shieldactive0
    7. shieldpassive0

    Our (in TGC/CBUR) experiments shown that if 5 categories have that 0 in the end then some groups tent to disapear ingame.
    So it would be safer (not always the most corect but proven as safer)
    to use 0 only in weapons definition comments that this 0 is realy necesary!
    For shields you can give simply that kind of comments:
    Code:
    shield
    shield_01
    0
    So if you have a weapon to give comments to then what you did for the swords is corect:
    Code:
    primaryactive0
    sword_1
    0
    Caution the two 0 numbers -the one on groups definition and the other in the end of the comments serve different fanctions.
    Last edited by AnthoniusII; April 18, 2012 at 10:39 AM.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •