Re: GOAT version 1_1, bug fix release
What are all the joints about? Looks like you need to set the display size of the joints: file\preferences\misc\joint size\0.000300 - it's the value I use which reduces the skeleton to narrow 'bones' instead of balloons.
Re: GOAT version 1_1, bug fix release
Quote:
Originally Posted by
Gigantus
What are all the joints about? Looks like you need to set the display size of the joints: file\preferences\misc\joint size\0.000300 - it's the value I use which reduces the skeleton to narrow 'bones' instead of balloons.
Ahhhh thanks that looks a lot better now :)
Re: GOAT version 1_1, bug fix release
Could you upload your file so I can have a go at it?
Re: GOAT version 1_1, bug fix release
Quote:
Originally Posted by
Gigantus
Could you upload your file so I can have a go at it?
Here you go: http://www.mediafire.com/file/w55u1f...d+ballista.zip
It's just the axe and ballista from vanilla - just figuring out how to convert them to .cas is all I need :)
Re: GOAT version 1_1, bug fix release
Nope, no luck. I exported it as OBJ and imported in a new file to get rid of the skeleton, but that didn't help.
Used the comments from resource_arrow, didn't help either.
Appears the converter needs a minimum number of vertices and faces. The Autodesk add-on might work better here, but I have no experience with it.
Re: GOAT version 1_1, bug fix release
Quote:
Originally Posted by
Gigantus
Nope, no luck. I exported it as OBJ and imported in a new file to get rid of the skeleton, but that didn't help.
Used the comments from resource_arrow, didn't help either.
Appears the converter needs a minimum number of vertices and faces. The Autodesk add-on might work better here, but I have no experience with it.
Thanks for trying :)
Do you know any mods that have custom projectile models? Maybe I could work out how they did it or ask them?
Re: GOAT version 1_1, bug fix release
RodG has a couple. So has EBII. The latter is probably the easiest avenue of approach.
Re: GOAT version 1_1, bug fix release
EBII comes to mind - just tried and couldn't convert their eb_missile_axe_high.cas file back either.
Re: GOAT version 1_1, bug fix release
Quote:
Originally Posted by
Gigantus
EBII comes to mind - just tried and couldn't convert their eb_missile_axe_high.cas file back either.
Thanks so much for your help :) I've created a thread asking: http://www.twcenter.net/forums/showt...4#post15376694
Hopefully it's in the right place
Re: GOAT version 1_1, bug fix release
Quote:
Originally Posted by
Gigantus
EBII comes to mind - just tried and couldn't convert their eb_missile_axe_high.cas file back either.
I got this reply:
Quote:
Originally Posted by
QuintusSertorius
I have no idea, I'm afraid, I don't do the projectiles in EBII.
Have you got the M2TW tools for 3DS Max? That has .mesh and .cas converters in it.
Looks like I need 3DS max
Re: GOAT version 1_1, bug fix release
Yup, that's what I thought. Only alternative left.
Re: GOAT version 1_1, bug fix release
Thanks for you help guys, I managed to do it using IWTE :)
I am having a really weird problem that is related to this, though: http://www.twcenter.net/forums/showt...5#post15390145
Re: GOAT version 1_1, bug fix release
Quote:
Originally Posted by
Lifthrasir
I'm using GOAT v1.1. When I try to use the Animerge function, I have an error message each time saying "MemoryError" or "OverflowError: long int too large to convert to int", no matter which ms3d model or .cas file I use.
Any idea what causes this?
Many thanks in advance.
Edit: it seems that MS3D can't handle most of these animations. A few work but most of them don't. Any input to confirm this?
Hey did you find the solution to this problem?
I've been having the exact same issue forever, and I think its time to at least face it and try.
"OverflowError: long int too large to convert to int " while trying to use Animerge to convert cas into ms3d and the other way around. Can this be achieved with any other script or... something? This is frustrating.
Re: GOAT version 1_1, bug fix release
(For future references:)
Goat cant handle the files that you get when you unpack the pack.dat with the Toolbox. Dowload Caliban's animation files instead (here on TWC)