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Posts posted by Asgarath83
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Hi Archangel!
Mmm i have the idea that maybe script works selecting border selections of editable poly mesh with fatal names , capping and triangulate it.
but if a mesh is broken, his "border" are also inner edges of wireframe and not only the external edge. so the capping procedure generate caps with absurb geometries.
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@@Asgarath83 I have no idea what you are doing wrong - are you running my capper on the reduced version?
Send me the scene you are running it on.
EDIT: Actually I may have an idea... Did you export to .3ds from max 2010 to carry the model into max 5? That would have split the model along UV seams - which breaks the capping script significantly.
Nope. I ported model by blender 2.48 to max 5 with GLM format. other importing format created by blender not are imported correctly. I tryed on my decimated \ optimized bandit because, as i told, your bandit scripts never worked on my max 5 - 2010 so i'll never imported it on max 2010 - 5. i think that capper scripts works only for models that have some requirement that i not know. i tryed also with another model as i told, and also with that i not get good caps. : \
i have 3 blender version on my computer for my personal necessity and motivation: 2.48 , 2.64 and 2.68. 2.68 is for decimate HD models without lose UV, 2.64 is for create MD3. 2.48 is my oldest blender that contain a large assets of stuff and exporter for dozens of formats.
of max i have the 5 (i always use this , i now is uptodated but i like it ) and 2010 (use just in excetional case like that. if capper script works fine, sure i'll use more 2010 in future.
yes, i know is silly complicated and i not pretend to be understood about all this version programs so oldiest. >.<
I am sure, that if you send me bandit on a portable format on max 5 -10 and i use capper script on that it worked fine. i guess scripts for works require
- creation of nine meshes head, torso hips, arms, legs etc.
- Editable poly conversion of all nine meshes
- others factors? (maybe mesh need to touch each other? or have clear border and edge with correct and perfect wireframe and other requirement? how works exactly your capper script?
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Tryed another model. not a witcher ported model, but a JKA model.
Same results. capping works but caps are not on the correct place and correct forms.
thanks for all Ashura.
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the error from my model capper script is a result of the improted meshes not being set to editable poly!
Running the bandit file should work though - I have no clue why it does not.
@@ArchAngel do you happen to have max 2010 installed?
Sorry my silly mistake.
okay i retryed, detached mesh and converted to editable poly all the nine meshes.
(but my optimized not your clean because i really have trouble to import on max 2010 i not understand why. )
sure my model is broken also if optimized for decimation because...well
that's result: it works on 2010 max. on 5 crash the program. but also with crash i see the result is the same ine ver max version.
on white and moved up respect to violet body for make in evidenze, i show you the geometry of the caps. they are not exactly from the borders and edges of meshes and they are not much triangulated. however i think the trouble is the model. your plug in is really fantastic. maybe i can try with some better model for see results. a not decimate model... mmm
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@@Asgarath83 Try it in max 2010 and export to .obj from there, this should have worked in max 5. i'll investigate.
Feedback.
workaround until now.
Max 2010: i had to reinstall for "software license error 10 failed to iniziated blablabla" after reinstallation max 2010 works fine.
run scripts.
result: bandits script: same error of max 5:
BFF Import progress report
and there is a box with list of all meshes of models. and meshes are all signed Failed.
About modelcapper script
O.o however thanks for help. i not want to stole other of your time.
Maybe i can use Optimize for fix geometry of models and after convert meshes to editable poly, select borders, cap, detach and use control + a on edges for manually triangulate faces. should be little fast and less stressing of extrusion.
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@@Asgarath83 in the top menu bar go to MAXScript>Run Script...
and select the bandit_cleaned.ms file to import it.
once that is done, just run the modelCapper.ms file to cap everything.
i Did but unlucky failed to load
@@Asgarath83 in the top menu bar go to MAXScript>Run Script...
and select the bandit_cleaned.ms file to import it.
once that is done, just run the modelCapper.ms file to cap everything.
can you send me model on 3ds \ OBJ \ Glm \ *max format?
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these should run in max 5 - please try it and if they do not let me know, I mgiht be able to fix it.
Also for this particular model - I would not decimate it. it's low enough in vertex and polycount that it should not kill JKA
ehm sorry for silly question but ... how can i load model and capper by ms file ? i never used max scripts. i try to load bandit by openlistener option and save as txt and after save as all files *.max format but max 5 give me error. sure i not know how use correctly scripts. my shame >.<
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I cleaned up the model:
https://www.dropbox.com/s/5po63zgec63b8hy/bandit_cleaned.ms?dl=0
Just run this script, it was created with the scene transfer script and will regenerate the model objects in your max version of choice.
I also just wrote a small script to auto-generate the required caps for a JKA model.
It works by assuming that you have all dismemberable body part meshes in your max scene, so you will need to make sure that your scene includes these objects:
head torso r_arm l_arm r_hand l_hand hips r_leg l_leg
It works on the scene you will get when executing the bandit_cleaned.ms file.
here's the ModelCapper script: https://www.dropbox.com/s/n7a2u6gmfg9qd3v/ModelCapper.ms?dl=0
And so, i load max 2010, run the scripts and convert to max 5 files? or there runs also on oldest max 5?
however many thanks friend. the capping detaching work is the baddest for make models compatible for JKA. porting, decimating and rooting the meshes are never so f**ed hard like manually cap each damn model >.<
thanks i really hope this boot up the job. my models get ever these body parts name, not worry, because i see that models without the nine parts cannot use WP_SABER.
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It is possible to move not a camera or a brush or a tag, but an NPC with move script command, but not in a direction but in a vector.
for example. make an IBI script that run on spawnscript of NPC that force npc to move ever forward?
if is possible maybe i can fix the greater problem i had with my fighters NPC class codes. they fight and move like sentry droids... without costant forward movement. so is possible to get it by Icarus script on spawn of fighter? (or with other script like painscript, angerscript etc.)
thanks for every answers.
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here's the script: http://www.scriptspot.com/3ds-max/scripts/bff-2007
Can you send me a non decimated version of the model?
I have a GLM and a 3DS format. but glm is decimated and i use for import on max. not read the 3ds created with the witchermodelconverters... maybe you are more lucky.
https://www.sendspace.com/file/tqfpl8 folder with: 3ds not decimated. blender saves versions of model (you can open with blender 2.68) a decimated 3ds and a decimated glm, and textures. good luck >.<
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Max 2010 can open max 5 files, just not the other way around.
Edit: But there is a script that allows you to port scene contents between max version which should work with max 2010 and max 5.
Interessing. name of the script?^
however... optimize fix all border holes so i i can make cape with extrusion. your method sadly on this model not works much fine.
question, if i select edges or borders manually and i press CTRL A this can autotriangle the mesh creating the central vertexes and the new faces without became crazy to extrude every time?
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The optimizer fixed up magically all wireframe rings holes! Now is detachable also manually! Thanks @@AshuraDX!
Today i am busy but i will retry your method of autocapping ASAP. stay tuned
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Well I can tell you that this model is completely fucked.
It has holes in it all over the places - capping this with my method will not work without a ton of manual work to fix up the model.
You could decimate the model in 3ds max, does the ProOptimizer modifier exist in max 5? If so you could work wirth a clean version of the mesh and decimate before export.
I suspected.so blender decimator has fucked up wireframe of model.
mmmm
the only area cappable are torso-hips and arms-torso sections. :\ head-torso not need cap because model is configured on original game for cut the heads (i am trying to port on JKA some of the witcher models )
There is not pro optimizer modifier in max 5. i have also max 10 and i can check on that. maybe i can import models by blender to max 2010 capping and decimate on max 10 and after port to 5 for rigging (i not like much max 10 UI and more recent max not works on windows XP. )
mmm on 5 on modifier table lists there is Optimize modifier. maybe i can try that. i will let you know progress.
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shrinking not selecting the corrects faces for make capping unfortunely this wireframe is something of terrible >.<
i will send you the file if you want to give a look and see how to do with this crazy model.
if you have success let me know so i can use tecnique for future models.
https://www.sendspace.com/file/wtkfol
Works fine only for arms-hands caps for now :\ the problem is is not a ringed wireframe.
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Sorry, I meant polygon mode - I use them interchangeably from time to time. Internally (In maxscript) polygons are called faces. So just remember that when I say faces I'm usually talking about polygons.
It should not crash at all doing that, which version of 3ds max do you use? Can you send me your scene file? I use 3ds max 2016, and i'll gladly take a look and see wether I can figur eout whats going wrong.
ah thanks. okay polygon
i use max 5 because i have win xp sp3 as OS.
as you can see the model wireframe is little nasty for caping because on blender before importing on max i need to decimate geometry. if not they are too complex for JKA .
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Okay i tryed but i have some problem or maybe i skip some part. i have 3d max 5
1 copy the model: done
2 attach all pieces, done
3 convert editable mesh to editable poly, done.
4 border selection, select all borders, done
5 cap borders, done (this some time crash 3d max)
"hold ctrl and change to face selection - This should select all of your new caps, if it also selects additional faces: click shrink selection once. When you have all of your caps selected, detach them and delete the merged mesh."
mmm how? there ares elements and polygon on editable poly options. not faces. :\
i need to convert to editable mesh and select face or whats? shrinks function is not available on editable mesh face mode.
You use 3ds max, correct?
Then it should be as easy as making a copy of your model, attach all pieces together and convert that merged copy to an editable_poly object. Next up go to the modifier tab/mode, pick border selection and drag a large rectangle around your model (ctrl + a sadly doesn't give the desired result here).
This will select all open edgeloops on the model.
Next up, click the "cap" button to automatically close those holes. Now hold ctrl and change to face selection - This should select all of your new caps, if it also selects additional faces: click shrink selection once. When you have all of your caps selected, detach them and delete the merged mesh.
This will leave you with an object that has all your caps. Select that object, go to vertex selection, press ctrl + a and click "connect". This will triangulate the caps for you.
Now add an Unwrap UVW modifier. Enable select by element and apply a planar map to all caps, I'd recommend using the "best align" option to make this quicker.
Once this is done convert to editable poly again and detach each of the caps into their own objects and name them. -
You use 3ds max, correct?
Then it should be as easy as making a copy of your model, attach all pieces together and convert that merged copy to an editable_poly object. Next up go to the modifier tab/mode, pick border selection and drag a large rectangle around your model (ctrl + a sadly doesn't give the desired result here).
This will select all open edgeloops on the model.
Next up, click the "cap" button to automatically close those holes. Now hold ctrl and change to face selection - This should select all of your new caps, if it also selects additional faces: click shrink selection once. When you have all of your caps selected, detach them and delete the merged mesh.
This will leave you with an object that has all your caps. Select that object, go to vertex selection, press ctrl + a and click "connect". This will triangulate the caps for you.
Now add an Unwrap UVW modifier. Enable select by element and apply a planar map to all caps, I'd recommend using the "best align" option to make this quicker.
Once this is done convert to editable poly again and detach each of the caps into their own objects and name them.
Yes 3d maX! Oh Thanks! I print the answer! i'll did ASAP. until today i used the method of psyk0sith tutorial :\
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caps appears for show cutted flesh limbs when an enemy is dismembered by saber. i have a lot of models for JKA but they are without many "caps" only head-torso and torso-head are already fines.
so i was asking, there is some way to making caps for models without become crazy to select every edge of every mesh limbs, extrude it, scale to 0, move vertex to center of caps, detaching, renaming and uvmapping? (and also duplicate and flip for make the specular cap of the other limb: example l_hand_cap_l_arm -> flip -> l_arm_cap_l_hand.
flipping is not so hard for me, the problem is selecting edge and extrude, for each model i need to do almost seven times. any other way for creating caps? the bad wireframe of models (is a no - regular rings wireframe) not help to do caps manually.
is not possible to simply copy and merge by other models because caps not fix fine in that case. and fixing moving vertexes to coordinates of vertexes of models is pretty painful and tiring.
thanks for every answer.
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@@Ramikad, @@Asgarath83 - the system/nodrop solution was brilliant! Thanks for suggesting it! While it required a bit of finessing required (there was a few medpack/shield spawns that had to be moved out of reach of the nodrop zones), the technique worked great and seems to optimize the level! Thank you for your knowledge and time. It's amazing what surprises this game still has after all this time lol
And yeah, they have to have weapons. It's all about what they do when they die. And for some reason, the deathscript doesn't kick in before they have already dropped their gun.
I am glad it works wirthout coding. too many time only way to fix JKA issue is coding. sigh.
the alternativa was disable the chunk of code that dropping weapons from NPCs. i did in past and infact all my npc drops only explosive, tusken rifle, tusken staff and two new weapons i added (WP_BLOODGUN and WP_CANNON ) but i forgive how i did it and in what chunks of code there is the edit. my shame >.<
therfiles likes this -
I think you can also use the set-weapon command in icarus to none and that should work as well. Just create a spawnscript and it should work.
But in that way NPC should spawn unarmed and so how attack player? o.o i am sorry for late of my answer but has passed years and i need to remind me how i disabled on my code weapon dropping basically for 90% of weapons of JKA (instead, i unlocked for others like tusken rifle with the same way... mmm). i think it require really a little AI hack because what he need is NPC not drop weapons, exactly like noghri stick users, tusken rifle and tusken staff users. many of these weapons never drops.
@@therfiles , if the radiant shader system \ nodrop solution not work, you can ever search on OPEN JK all entries about these weapons, sure you will find the part about weapon dropping. can you check also my tutorial about making weapon on single player. maybe can help you to find the various functions.
therfiles likes this -
Perhaps he remembered the SET_WEAPON command which has a drop option. So probably either coding, or you could try out with the shader system/nodrop. I think I experimented with it in the past, and if I remember correctly it basically made all weapons (maybe items too) touching the ground disappear, including lightsabers.
I didn't know this function. Cool! D:
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Thanks, i watched. i'll ever try to be under 5k vertexes for the best security
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Thats really the golden question isnt it?
I've never gotten an eact answer from it... but... from what I remember you can only have 32 parts per model...
also... the uvmapping process adds a few duplicated vertexes you have to take into account.
If you wanted to avoid all errors (and keep ample space for uv points)... id say keep each part under 475 or so.
475 times 32 pieces = 15,000 or so
the thing is... have you ever really looked at a correctly made model of 15,000 polies? you can do a LOT with that much in jka. entire maps. I think the thing about jka is to get as much bang for your buck as possible... and 15,000 is so much bucks the bang has to be just... breathtaking... to even bother.
Long story short my opinion is and has always been if you want it in jka then model it for jka.
The answer to your question however is around 15,000 is my guess.
Many thanks i have in front of me a werewolf model that is crapping me XD a mesh is of 10 000 vertexes and another of 4000... the wolf are done with 2 mesh skins. one HD and one more light... i think i will do wolf only with 4k model.
for what i remember, the more big model of my mod is janos audron rigged by defiance with 5k vertexes. kain and vorador get something like 3k of vertexes.
yes, for JKA 15 are enourm things. i never understand HD and liked it, really. for make a good game geometry is secondary IMHO.
playing on oldest mmorpg on my past, i see that graphic is 90% shadering. a nice shadering can get highly cool and stunning also a low poly game.
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Hello. i have a little question.
how many vertexes can contain in his best complexity a model glm of a model character of JKA? i am decimating some HD models on blender 268 for making graphical compatibility to JKA and i need to know that. i know there is a limit aboush meshes of model (every mesh should not have more of 1000 vertexes. better less of 500 for avoid SHADER_MAX_INDEXES hit error or "RUN OUT OF TRANSFORM SPACE GHOUL 2 MODEL adjust mini heap size " when model is using force protect \ absorb or use his lightsaber. )
yes, i know about this cap. but the cap for total vertex amount of a model... what is?
i remember some years go i did a model that crash ever in game until i had serius decimated fingers vertexes. they are absurdile high for jka engine.
Model modelling: making a cap
in Modding Assistance
Posted
Mmm okay. yesterday evening i end capping manually with this procedure:
select meshes optimized, select edges manually, extrude to 50, select vertexes extruded and scaled to 0 so i get a coned long cap.
go to selection face, selection the faces of cap (cap is a degenerated triangled thorn in that way) and detach with her name.
repeat for each cap and so i have 8 of 16 caps at the end. final step is to select all caps and manually fix central vertexes placing at exact center of all edges, that solve the "cone" form of cap and cap become nice.
at this point, apply uvmapping planar map to all caps, clone all caps, and flip faces of cloned caps. rename the clone caps (example torso_cap_hips_off01 become hips_cap_torso_off.
okay that is a temp fix for the problem. so almost now rthe model is hierachable and riggable.
but you not works for nothing, that's not correct after all your help.
So... import by blender on glm format to 3d max cause the craps that fuck models and avoid to modelcapper scripts to works fine. good to know that. pity import by obj give me mesh with all body parts attached in a big giant mesh also if they have material different and 3ds porting of my max not work fine, model are not corrected ported and displayed on the workflows.
GLM is unique porting works for my max and also the other JKA model i tryed plug in originally was ported with a GLM format. that explain the bug.
So, soon i wanna however try your method on the 3d max save slot with precapped bandit model, let we see if works :3
i'll apply a vertex weld with low threshold and after i try the modelcapper... i hope this time will works.
today i am kinda busy, but when i'll can will let you know the progress.
stay tuned.