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need someonewith max 7 to make me this little test, try to compile a working model (a player model you already know that works fine) using Psyk0's skeleton into carcass without the gla file creat a new folder, put your root.xsi in it on assimilate set add file: root.xsi (instead of the _humanoid.gla), double click the file that shows on assimilate's list, check "creat it's own skeleton", remove anything it puts before .../models/play... (on the space with a path it shows) compile it and tell me if the model looks fine on Mod Viewer. |
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Let me know if you want me to take a look at it as well, Manganiac. I've made a couple animations with minilogo's biped rig in Mod Tool, but I haven't been able to compile them into animations yet, so maybe we can help each other :) I would just be curious to see what sort of model.car file you were using to compile with. |
warning, the following post is only relivent in that it has little to do with the topic: so anyway, i started on bahamut... and something else, which quickly took over. so while i have no screenshots of bahamut. i DO have this: Spoiler: |
SWEET JESUS!!! sorry, but if you don't mind me asking, is this for JKA or a different game. it looks like a different game. oh yeah, any updates on Laguna? |
:rofl: 'Sif you could ever get that into JA :lol: |
lol, that mesh is like 2.5million polies :P |
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Her mouth alone couldn't get into JKA. Btw, thats some nice work there Gir. |
Seriously...That shape looks EXACTLY like a humans. If you look at the arms and the armpit. Also the neck..oh may gawd!! |
yes, well, thats what you can do when you make something that hi rez. It cant go into any known game atm though. It COULD be used to make a normal map though. I think nothing could handle a displacement map based from that though... Btw, did you use any sculpting programs for that? or just 3ds/whatever you used? |
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