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I didn't say u can't weight vertices ... it's just that in milk u can only have 1 bone weight per vertex. Because of this importing standard mohaa models wouldn't work . So i stopped bothering to write the plugins for milk. There were other issues with milk also. Anyway LR3D works fine, so that's the way it's gona be
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I know when you export from milk to lr3d the bones are all seen as weighted, wieghted at 1 each. Is it possible to trick it somehow so that it gets told they are wieghted even though they arent, you would still get skd skc. I'm probably way off but it doesnt hurt to ask.
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I have your mohaa plug in for milkshape 3d 1.65 and the skds don't load correctly. It says that the textures are too much for the program and I need to wait for the v2 of milkshape. Why? I get a seriously screwed up model and no texture. Am I doing something wrong o' great one?
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You can already create new weapons for Mohaa using the Milk SKB exporter .. BUT 1. There is no animation for it. 2. There is no 1st Person View for the model. When i get the SKD+SKC exporter working (from inside LR3D) you should be able to create, weapons, vehicles, players etc etc, with animations. Time will tell.
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Scorpio, Thank you for putting so much time and energy into all this. You are better than Santa Claus I'm a little confused though - I apologize... Are you working on an importer/exporters that will allow us to import and export MoHAA models w/bones from MoHAA, to Milkshape, to Lightray, and back finally back into MoHAA. Did I add an extra step? Like "moh2002", I am planning on introducing an entirely new weapon model and sound into the game. The existing stg44 .tik should be sufficient for what I'm doing. Will this be possible once you've finsished the coding and testing on the importer/exporters? Thanks, Terd Squirter
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Making good progress on the new SKD and SKC exporter for LR3D. Have completed the code that loads the structures, so just need to write the code to dump out the data into the relevant files. Then it's test time !, see if MohRadiant will load a SKD. If that works, i'll proceed to trying a SKD in Mohaa. Can't do anymore tonight as i'm off to get pissed !, if the hangover isn't too bad i'll have a bash at some testing tomorrow. But for sure, sometime next week i'll be testing exported SKD's.
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Got a new importer for LR3D working today. It ca now import the MS3D binary files (.ms3d file extension). But the good news for ya is, that i've just started to code the Mohaa SKC/SKD exporter Also i'm hosting forums for LR3D, link will be added to the LR3D web site soon. And a new version of LR3d (V1.3.2) will be out sometime this week, the author has included several new features that we sent him (our wish list), and fixed some bugs etc etc ... going to be a great when we get our hands on it.
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I'll keep you all informed of my progress by updating this post. In general there is one base model (SKB/SKD), and 1 or more animations (SKA/SKC). The base model file contains all the info like textures and meshes. The animation file contains the positions of the skeleton for each frame of the animation. There is also sometimes a Level of Detail file (LOD), this file contains lower res versions of each model, used so the engine can render less polys the further you are from the model. In Spearhead there are also SLG files, but i'm not sure what information these contain yet. Models are controlled and introduced to the 3D Engine by way of a control file file (TIK). Also the TIK files sometimes reference shaders files (.shader) for there textures, these are used when a texture has one or more special properties, like transparency or rotation (the props on the planes for instance). The TIK files can also create more complex models, by attaching one or more extra models to the base model, for instance the tigertank attaches a turret model. Skeletons are used in not only players, but also vehicles and weapons. This might seem strange, but it's basically so that you can perform animation on the weapons (reloading for example) and also the vehicles (wheels falling off for example). Mohaa modelling system is based on Fakk2 models, SKA's became SKC's and SKB's became SKD's. Model formats used: Fakk2 SKA Version 3 = animation SKB Version 3 = base model CIK control file = binary files, similar to TIK files in Mohaa Moh:AA SKA Version 3 = animation , * there are some in the pk3's but they arent used in any of the tik's. SKC Version 11 = animation (only 14 files) SKC Version 12 = animation (only 1 file, grenade_throw_straight.skc) SKC Version 13 = new animations SKC Version unknown, all in 'newanims/...' - not cracked SKB Version 3 = base model (fakk2 format) SKB Version 4 = base model (used for static models) SKD Version 5 = base model LOD Version ? = level of detail file LOG = ignore this it's just a log file created by the EA modelling utils TIK control file = text file that controls the model and introduces the model to the 3D engine. Moh:SH Spearhead SKC Version 13 = base pose and animation SKC Version 14 = base pose and animation - not cracked SKD Version 5 = base model meshes and skeleton SKD Version 6 = base model meshes and skeleton SLG Version ? = unknown, i've not looked at whats in this file yet LOD Version ? = level of detail file LOG = ignore this it's just a log file created by the EA modelling utils Moh:BT Breakthrough: SKC Version 13 = base pose and animation SKC Version 14 = base pose and animation - not cracked SKD Version 5 = base model meshes SKD Version 6 = base model meshes PLUGINS IN PROGRESS: Milkshape3D SKB importer - statics only, Versions 3 and 4 SKB exporter - statics only, Version umm can't remember SHADER Exporter - auto generated for the SKB export. TIK exporter - auto generated base tik file for SKB export. SKD importer - statics only, Versions 5 and 6 Full exporter, statics, animated, weapons, for Mohaa, Mohsh and Mohbt ! LightRay3D Milkshape 3d Ascii importer. Meshes, Textures, Skeletons and Animations. Ascii exporter. Meshes, Textures, Skeletons and Animations. Ms3d importer, Meshes, Textures, Skeletons and Animations. Ms3d exporter, Meshes, Textures, Skeletons and Animations. Fakk2: SKA Importer, Version 3 - base pose and animations SKB Importer, version 3 - meshes and skeletons Mohaa: Import: SKC Importer, version 13 - base pose and animations SKD Importer, version 5 - meshes and skeletons. SKD Importer, version 6 - meshes and skeletons. Export: SKC Exporter, Version 13 - base pose and animations SKD Exporter, version 5 - meshes and skeletons SKL Exporter, for SKD program SKL...exe Spearhead: SKD Version 5 - meshes and skeleton SKD version 6 - meshes and skeleton SKC Version 13 - base pose and animation SKC version 14 - not done yet ! Breakthrough: SKC Version 13 - base pose and animations SKC Version 14 - not done yet ! SKD Version 5 - meshes and skeletons SKD Version 6 - meshes and skeletons
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I would like to add some findings to the tutorial "Creating collision for a Static Mesh" that came with the Spearhead LDK (SDK)! I followed the tutorial the whole way but I couldn't get it to work, this is what I did to make it work. 1) Follow the tutorial step 1-5 but make sure you put the model over the coords 0,0,0 when you start making your collision mask and turn all your clip brushes into detail brushes, the tutorial didn't mention this but when I did it like this it finaly worked. 2) Alternative way to save the collision map! Don't do as EA says, don't delete the actual model. If you keep the model you can use the menu file-save static model, if you use this option it will save the collision map file directly in the same folder as the models tik file. Note: to make this work the models must be in the "static" folder of mohradiant (the quaked statment in the tik must start with static_), after that you can create any subfolders you want. (Note: if you have a custom mod folder set in the project settings for mohradiant it will try and save the file to custom\models\......., if you leave it empty or set it to main it saves it correctly main\models\.......)