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Thread: GOAT version 1_1, bug fix release

  1. #41
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default 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.










  2. #42

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by Gigantus View Post
    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

  3. #43
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    Default Re: GOAT version 1_1, bug fix release

    Could you upload your file so I can have a go at it?










  4. #44

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by Gigantus View Post
    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

  5. #45
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    Default 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.










  6. #46

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by Gigantus View Post
    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?

  7. #47
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: GOAT version 1_1, bug fix release

    RodG has a couple. So has EBII. The latter is probably the easiest avenue of approach.










  8. #48
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    Default 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.
    Last edited by Gigantus; August 04, 2017 at 11:19 PM.










  9. #49

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by Gigantus View Post
    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

  10. #50

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by Gigantus View Post
    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 View Post
    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

  11. #51
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: GOAT version 1_1, bug fix release

    Yup, that's what I thought. Only alternative left.










  12. #52

    Default 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
    Last edited by AleksiMizaro; August 22, 2017 at 11:41 AM.

  13. #53

    Default Re: GOAT version 1_1, bug fix release

    Quote Originally Posted by Lifthrasir View Post
    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.
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  14. #54

    Default 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)
    Last edited by Jojo00182; October 29, 2020 at 11:56 AM.

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