logo   login
right
Home Forums Downloads Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Forum Info
Forum Members: 18,677
Total Threads: 8,798
Posts: 95,842

Administrators:
DeeZire, Redemption

There are currently 31 users online.
Partner Links

Free Credit Repair

Learn the Ticket Broker Secrets
Advertisements


LOTR: Battle For Middle Earth I & II Editing Discuss any modding related issues to do with the Lord Of The Rings: Battle For Middle Earth I and II RTS games here.

Reply
 
LinkBack Thread Tools
Old 03-10-2005, 03:16 AM   #1 (permalink)
Senior Member
 
Join Date: Feb 2004
Posts: 872
Default Question on modeling structures...

I'm used to modeling tanks and such. I'm primarily a coder. I know that now I need to figure out the harder parts of models.

I have an issue. I've loaded the NBgoblinlair model into Renx. I applied the textures, I've added some skeletons around it, all textured.

Saved the model, added it using assetbuilder. When I use the model ingame all meshes show up except the cave itself. Though if I view the asset using the program, the mesh is there and so is the texture.

I exported it again but the cave itself doesn't show up. What would cause one mesh to show up and not another?

Issue number two. The bib of the structure shows up except that it encompasses the full geometry of the square that makes it up. Notice the structures are rounded on the bibs.

Do I need to set a special setting to have the bib form the circular pattern seen by the structures in the game. TYIA

Lastly, if I add a "unit" on the structure, how do I save the object to make sure the skeleton is there. After looking at the existing strutures like Archery range. The bones are included in the file itself.

If just saving it as normally for a model (not export using skeleton) than if I make another model with the animation for the units. Do I just include the animation? Animation and structure? or what?

It's alot I know, but I've tried to find the answers myself and have come up short.
Hostile is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Old 03-12-2005, 02:46 AM   #2 (permalink)
Senior Member
 
Join Date: Jun 2003
Posts: 462
Send a message via AIM to Kelso Send a message via MSN to Kelso
Default

Existing structures use skeleton animations. So they have one file that is just the mesh information, with the skeletons in it, and another file that is pure animation information. Then AnimationStates are used to run those animations using the skeletons. You would have to create a mesh first, then create a skeleton to match it, and then create the animations for it (or at least I think that is the easiest way to go about it.

As for stuff not showing up, does it show up in W3DViewer? If not check your export settings.
Kelso is offline  
Digg this Post!Add Post to del.icio.usBookmark Post in TechnoratiFurl this Post!
Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are Off
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Modeling question? Hostile LOTR: Battle For Middle Earth I & II Editing 4 12-26-2004 09:15 AM
A Modeling question FleetCommand Generals & Zero Hour Editing 4 09-27-2004 10:06 AM
modeling question! Soviet_Deso Generals & Zero Hour Editing 6 06-04-2004 09:32 PM
little modeling question pieten Generals & Zero Hour Editing 6 11-01-2003 05:37 AM
modeling ez question pieten Generals & Zero Hour Editing 2 08-26-2003 04:37 AM


All times are GMT -4. The time now is 02:44 AM.


Design By: Miner Skinz.com
Powered by vBulletin® Version 3.7.4
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.