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Thread: Mesh/Cas/Engine - MaxScript version of GOAT tool

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  1. #1
    Auto-Nabishtam's Avatar Civis
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    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    john can I send you my model its in max 2011


  2. #2

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    John, it worked smoothly now. I have to test if it is alright but at least i imported an unit without any probs. Thanks for the dedication!
    Click on my sig and check out my modelling works! Your opinion is welcome!


  3. #3

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    Quote Originally Posted by Conqistador View Post
    John, it worked smoothly now. I have to test if it is alright but at least i imported an unit without any probs. Thanks for the dedication!
    Thanks, because in the maxscript help i don't read if some function are compatible with max9... but Gmax use 3dstudio max 4 so is too old and i must change too many things

    In DeBelloMundi i used it only for siege engine because the GOAT don't work well with custom skeletons.

    Someone ask me to build a "Lod creator" because is very important for game engine, I tried to do something but the methods of poly reducing don't work well, also Optimizer modifier of 3dstudio don't work well.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  4. #4
    Auto-Nabishtam's Avatar Civis
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    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    john I re import my same model with new skeleton with three extra bone and it export correctly thank you john vey much for you tools and help, I am still have the same model of first failur exporting here would you check please??
    http://www.megaupload.com/?d=RLXV4GU5
    and the used skeleton
    http://www.megaupload.com/?d=8BNDJRX6
    another question please?? I add new objects to my model a clock three of them how I can make them appear each one alone so I vary them? and how imake them appear for some infantry and not for another??
    Edit: Lod creator is very important and very useful if you make it, I create lods manualy and takes alot of times.
    Last edited by Auto-Nabishtam; August 06, 2011 at 12:57 PM.


  5. #5

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    the solution is simple, you have utilized the mesh: "primaryactive0:composite bow:0" but the mesh haven't vertex , i'm often happen when I use the "Detach" command .
    in the version 1.13 i put a message error to delete wrong mesh.

    for the question i don't understand, the game use a "random show value", if 0 = presence in all units, if 1 = in some units there aren't this objects.


    Example 1. in your units there are "Head" groups the probability of appearing on the soldier

    "Head:headAAA:0" --> 25% appear
    "Head:headBBB:0" --> 25% appear
    "Head:headCCC:0" --> 25% appear
    "Head:headDDD:0" --> 25% appear
    and 100% of units with a Head's objects


    Example 2. in your units there are "Helmet" groups the probability of appearing on the soldier

    "Helmet:heAAA:1" --> 50%/3 = 16.6% appear
    "Helmet:heBBB:1" --> 50%/3 = 16.6% appear
    "Helmet:heCCC:1" --> 50%/3 = 16.6% appear
    and 50% of units without Helmet's objects


    Example 3. in your units there are "shieldactive0" groups and if you write 1 You can have this probability of appearing on the soldier

    "shieldactive0:meshAAA:0" --> 25% appear
    "shieldactive0:meshBBB:0" --> 25% appear
    "shieldactive0:meshCCC:1" --> 25% appear (if appear then 50% yes 50% no) = 12.5% appear
    "shieldactive0:meshDDD:1" --> 25% appear (if appear then 50% yes 50% no) = 12.5% appear
    and 25% of units without shieldactive0's objects

    i don't tested but i think the GROUPS are used for this calculation of probabilities !!!
    -------------------------------------------------------------------------------------------------------------

    PS: attention if you change the skeleton, now you must update all animations used by this soldier else game crash.
    -------------------------------------------------------------------------------------------------------------

    yes, if there are at least one Lod level with half vertices of Lod0 the game is more fast !!!
    Last edited by johnwhile; August 06, 2011 at 04:11 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  6. #6
    Auto-Nabishtam's Avatar Civis
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    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    Dear john now you answered my question now I am completly using your magnificientscript in my models, next I will use it in my new long shield animation (swordsman with long shield).
    Thank you agin and again you deserv this rep, from Iraq and Mesopotamea to you john ti amo amo l'Italia.
    Last edited by Auto-Nabishtam; August 06, 2011 at 05:27 PM.


  7. #7

    Default Re: Mesh/Cas - MaxScript version of GOAT tool


    Fix the KE's skeleton used with GOAT : there are some extra bone :bone_weapon01, bone_weapon, bone_weapon02, bone_weapon03, bone_shield01, bone_shield but their position don't math with the real use in game, each units can or can't have a extra skeleton (dependent) found in the "weapons" folder.

    the test what i have made is "weapon01.link.rhand.skelexport" found in javelinman, but for the fact that each unit has its secondary skeleton i prefer don't use this option in the script.
    Example you can build a weapons animations (as bow) separated from original human skeleton and, without change human animations, you can add or not the new weapons
    Last edited by johnwhile; August 07, 2011 at 07:53 AM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  8. #8

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    Well this is not a bug, its a call for help, the folowing error apears.

    "Error reading "MaterialEditor", I need a multimaterial with correct matID"

    Currently this is my material window.


    Can you explain me, what im doing wrong.

  9. #9

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    because i use the same function of world to read texture, you must create a multimaterial in the first slot.

    But Cas model strat don't work, at this moment only for cas animations, because i don't have time to complete this tool. I made a simple test for assassin.cas and for some settlements's cas model but there are a lot of different version and the script don't read always correctly
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  10. #10

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    The Cas model tool is currently being tested, sorry, when i have time i'll complete it.

    PS: a multimaterial is like this:
    i'm use a multimaterial because is necessary for world files to manage a lot of texture, i future i will add also a Standard material reader
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  11. #11
    Auto-Nabishtam's Avatar Civis
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    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    The .cas tooles is work nicely for animations types of .cas but not for the 3d models of cas at least I tried to rtw .cas files, also could any one explain me what the two (mesh_BoundingSphere and collision_BoundingSphere)are for?? did they for distanse that unit will hit the enemy from? if yes can I resize them?


  12. #12

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    The mechanics for RTW's .cas are different of the M2TW ones, as far as i know. That's why the importer isn't working, i think. For RTW .cas, use vercingetorix cas importer/exporter
    Click on my sig and check out my modelling works! Your opinion is welcome!


  13. #13

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    I know the vercingetorix tool, but I made a first tentative for cas model because Ryahmo has asked me about siege engine missile, the old tool of vercingetorix can import only one version of cas.
    The cas animation,strat map, missile , etc... have a identical structure but a lot of different case
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  14. #14

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    Hi John,
    I have some trouble exporting mesh-files of my units. You mention in the readme to convert always into editable mesh but when I actually do this the tools keeps asking me for "the nodes" and I can't save at all. Sorry to bother you but what's up with these nodes? I tried all constellations (i.e importing with skeleton/exporting without, etc., etc. ...) but nothing worked.

    (FWIW, specs are win7(64)/3ds 2012 and xp / 3ds 8)

    EDIT: forget about the node thing, I got your tool to export by now ... however, the resulting files do not work and lead to CTD, even if I import a vanila mesh and export it without changing anything.
    Last edited by Isandlwana; August 16, 2011 at 04:12 PM.

  15. #15

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    its a pity that you havent finished yet.

    since GOAT tool stoped working in my computer

    even though i reverted to an older python setup.

  16. #16
    Deutschland's Avatar East of Rome Mod Leader
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    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    This sounds stupid, but I cant find the launch file MeshToMax .. it doesnt seem to be included in the download ?!

    Ah nvm found it..

  17. #17

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    Quote Originally Posted by Deutschland View Post
    This sounds stupid, but I cant find the launch file MeshToMax .. it doesnt seem to be included in the download ?!
    Ah nvm found it..
    is MeshCas_utilities.ms , if there are some problem give me the .mesh file and then i try to find the error.
    Now i'm in holidays, next week i try to understand your problems
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  18. #18

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    Ok, i will made some video tutorial because i see that there are a lot of problem !
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------

    someone have tested if the script work like my video tutorial ? (download last version please)
    Last edited by johnwhile; September 04, 2011 at 03:04 PM.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

  19. #19

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    Ciao jon ho un problema io voglio aggiungere una spada fatta da me con 3ds.max ad un modello di unità e salvare.

    Riesco ad importare il file mesh ma non riesco a salvarlo con l'arma fatta da me.. mi da errore che faccio?
    -------------------------------------------------------------------------------------------------------------

    Hello jon i have a problem. I want to add my sword ( i do it with 3ds.max) to a model of one unit and then save the new model with my sword.

    But when i save the new model 3ds.max give me a error and i cant' save ... what should i do?

  20. #20

    Default Re: Mesh/Cas - MaxScript version of GOAT tool

    Prima di tutto mi devi dire che tipo di errore è, se appare un messaggio allora hai sbagliato qualcosa tu, se appare un messaggio scritto in rosso e appare anche lo script allora è un errore mio

    1) hai visto se la sintassi del nome è corretta ? devi usare "Nome Gruppo : Nome Oggetto : numero 1/0"
    2) Hai messo il modificatore Skin e collegato i vertici alle ossa? senza di esso lo script non importa quell'oggetto
    3) Hai controllato se ci sono oggetti senza vertici, capita spesso quando si usa il comando detach, io mi dimentico sempre un oggetto senza vertici.

    PS: io carico spesso versione corrette quasi una volta alla settimana se non di più.
    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    First of all I must know what kind of error is it, if appears a message box you've done something wrong, if a error written in red and the script text appears it's a my mistake

    1) Did you see if the syntax of name is correct? you must use "Group Name: Name object: number 1 / 0"
    2) You must assign the skins modifier and connecting the vertices to the bones? without it the script does not recognize the object
    3) Have you checked if there are some objects without vertices, when i use detach command, I often forget some mesh without vertices.
    Forums:............freeforumzone - mtwitalia - twcenter
    Works:.....worldcollision file - ModelReferencePoints files - MaxScript Building Editor
    Other:.............siege-engine(video) - new-animations(video) - buildings
    Have to take the money where it is: at the poor. They have little, but they are many. Alphonse Allais

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