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Gimpy July 11th, 2003 04:48 PM

a couple noob modeling questions
 
hey hey, i just made a really cool flinlock pistol (pirate pistol)
and i got a few questions,

1: how to i save as a .glm

2: how do i give it a skin

3: how do i give it a muzzel flash

4: how do you make the reaload animation, melee attacks, etc...

and 5: how do you get the final product to work ingame.

-gimp

Gimpy July 11th, 2003 04:49 PM

1 Attachment(s)
oops forgot to attack the pics :)

Gimpy July 11th, 2003 06:00 PM

hey if anyone knows or finds some good old pirate sounding sound effects, tell me please.

The Invisible Man July 11th, 2003 10:04 PM

Oh god, I hate explaining this, but no worries.
Most of your questions are tied together.

1. Nothing is saved as a *.glm in any program(not to my understanding), a *.glm is a format of which files are compiled to. Like your animations.

2. To skin, Its the most godforsaken process known to man, It hates me. You will need to map it ie UVW co-ordinates, but since you are using milkshape, there are some handy dandy tools out there like Lith Unrwap. They have them for max, but they are also evil. :D

3. To my recollection, thats in the inview file. If only stannum was on these forums, my life would be easier. You need glms for an inview to work.
Get the plugin to convert to *.xsi for whatever program you are using, you can make an unanimated version to test it out(I think).

4. Bone animation. In max, I make some bones and place them on every moving part of the model, then I use a skin modifier and attach the bones to each seperate part that is going to be animated. I then edit the envelopes to include all the vertices within that one object for each bone. For example you would have a bone for the hammer on the flintlock, and one for the body, Have the hammer seperate from the body.

5. Evil coding, or Evil manipulation of the code. Take your pick. Or, just renaming files to the origional ones as a weapon replacement.

Hope this clarifies anything.

Gimpy July 11th, 2003 10:07 PM

it may take me a while to understand all this but, ill get it eventually, can you keep this forum under emial notifications causse if i need help or something ill just post here.

thx man

-Gimp

The Invisible Man July 11th, 2003 10:09 PM

Already did. Hence my ninja like speedy reply :D

Gimpy July 11th, 2003 10:10 PM

ohhh sneaky sneaky sir, i underestimated your sneakyness

The Invisible Man July 11th, 2003 10:14 PM

Btw, Compiling is a process when you take a bunch of files, and make em' into a big one, or, many different ones... just different. Im no good at this...

De@dLy July 11th, 2003 10:44 PM

why not have a ninja avatar then???

Gimpy July 11th, 2003 11:31 PM

hey Invisable guy, you got msn, cause i need you to take me through step by step on making the animations? cuase, im not sure which program i should use and I couldnt find out how to make "bones" in milkshape. my email address is ------ smohg92@hotmail.com

Gimpy July 11th, 2003 11:37 PM

and by max, you mean Macintosh..... right?

The Crow<<|NL|>> July 12th, 2003 02:17 AM

no he means 3ds max :D i used milkshape aswell but 3ds max is alot better ( at least i think )
and invis i totaly right about the uvw mapping :D it's soooo evil ..

Gimpy July 12th, 2003 03:37 AM

2 question

1: where can i get this "max"

2: with "max" can you give the models textures, but how do you make the picture file? cause i need to give it like little engravings and lots more detail

KingKobra July 12th, 2003 07:23 AM

hey to "save" it as a glm you will need to dl the development package with the md3 viewer and the glm viewer. first export your milkshape model as a md3 which is a quake 3 model if i remeber right. then open it in md3 viewer and hit file and then hit the convert to glm button. and it should be glm. but everthing esls that invicible said should be right. good luck and i hope to see it :)

The Invisible Man July 12th, 2003 12:13 PM

Hey gimpy, I added you to msn. I think that may work for what king cobra said, but youd still have to animate it.


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