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3d models development

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Mike Crosser:
Look I know you are all busy in your own way but can anyone update the trackers?
Because I've seen a ton of stuff on the forum that is not on the tracker.

Haraldx:

--- Quote from: Mike Crosser on April 13, 2012, 11:14:31 pm ---Look I know you are all busy in your own way but can anyone update the trackers?
Because I've seen a ton of stuff on the forum that is not on the tracker.

--- End quote ---
It may also mean these things on the forums are not uploaded (for example Nasty Khan's stuff as far as I know). :P

Mike Crosser:
Ohh sorry then :(

Luther Blissett:
A lot of it is uploading, but particularly for armours and stuff, also rigging them (otherwise they stay as "pending"). A lot of the rigging ones are sort of my fault, sorry :( It's on my list of things to do as soon as possible.

Anyway, Haraldx - you did it :) Hat was rigged and aligned perfectly.

Ignore the clothing, that's just an existing one that seemed to match closely enough for a screenshot.

After what you'd done already, I simply copied the files into these locations :
.x file into \Client\data\art\critters and renamed as armor_male_enclavehat.x (for simplicity with other files)
.png file into \Client\data\textures renamed as armor_all_enclavehat.png

Added this line into _FOHuman.fo3d :
  Value 36 Root Attach armor_%anim%_enclavehat.x Texture 0 armor_all_enclavehat.png

in game that was ~param 0 154 36 (though Karpov has worked out the location of the game object > reference to model, so we can start replacing this param stuff with wearable objects - though we do need to create a number of new objects for these).

I've not added any specular stuff to it or anything, but yeah. It works :D

[edit] FAO : Graf
I've uploaded this to the 3D test repo, in \ARMORS\HeadWear.

Haraldx:
Badass... Actually, if you can explain me what do all those connection strengths do I might try rigging something more complex.

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