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Archangel35757

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Posts posted by Archangel35757

  1. @Piaujeymer

    Like @AshuraDX stated, I have not had time to recompile the dotXSI exporter for newer versions of 3ds Max.  My recommendation would be to export your animation into a format that is supported by the legacy Softimage XSI ModTool (v6.0 or v7.5) application... like FBX, and then import the FBX into ModTool and re-export as dotXSI 3.0 from ModTool.   This will allow you to keep your current workflow process and avoid Blender.

  2. In this video demonstration, Andy Davies goes over some of the most widely-used features within xNormal and shows how to bake Normal, Ambient Occlusion and Polypaint textures, along with showing multiple methods of setting up a cage within the application. He also provides an overview of the different settings you are most likely to need, to get the most out of your bakes, and explains the differences between the options within the various map types, to ensure maximum compatibility for engine specific configurations while maintaining a good workflow.

    You can find xNormal here:  

     

    Tutorial Project files

    DarthValeria and Smoo like this
  3. @Rvix @AshuraDX

    So I imported the original Luke .GLM asset using the GLM importer for 3ds Max 2019.  I then re-exported using the GLM exporter.  Below are the ModView screenshots of the original game asset versus the import-export version.  The bolts match.  Therefore I can only assume that--  either the bolts were modified by the original author... or perhaps the .GLM file was created using the Blender exporter and perhaps the Blender exporter messes up the bolts.  You also have to ensure that you are properly resetting transforms on imported objects when merging models, re-parenting, etc.  But I do not believe this is a 3ds Max plugin issue.  Thanks.

    QC0X9oZ.png

    hEPbM68.png

     

  4. On 4/8/2020 at 5:54 PM, kane001 said:

    Thanks for the super helpful guide! I have a much better understanding of how to work with lightsabers in 3ds max. I was just curious if you knew how to export a saber as a .3ds file? This is probably super basic, but it's my first foray into modding and I'm trying to convert a saber hilt mod from JKA to KOTOR. Thanks!

    Simply open 3ds Max and your scene and then do:  File -> Export and choose .3ds as the format

     

  5. 20 hours ago, Qba said:

    Archangel35757;

    Could I request a max 2019 compile as well? Will be happy to beta test it as well.

    For a moment, I was afraid this was a necro thread, and your exporter is probably the only one still updated for new 3ds max versions.

    Contact me on the JK Discord channel and I'll send you the Max 2019 MD3 exporter-- I thought I had released it but perhaps I was waiting on feedback from

    @Rooxon

    EDIT:  Check the files section now.

     

  6. @AshuraDX  It looked to me that he only had a mesh in the wrong pose (from porting) and only the JKA bones... if indeed the mesh comes imported and weighted to its original game's bones then I would do as you suggested.

    It's pretty easy to rotate mesh limbs using FFD cages and their pivot points.  I would not manipulate the FFD cage's control points.  Of course it will require mesh cleanup in the area of those FFD pivots

  7. Are you using Blender?  Hard to tell from pic.  In 3dsMax there are FFD (Free Form Deformation) modifiers that allow you to manipulate the mesh like you want... Blender probably has something like that.  Refer to your 3D app's help files.

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