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Thread: Model Naming Convention

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  1. #1

    Default Re: Model Naming Convention

    Ahh..OK .... so only the first part of the name is important. Anything called 'head_xxxxxxxxxxxx' will get randomly chosen for the units head, and so on. Body, legs, arms and hands.

    Choices will be evenly spread between the number of options given, so if I want a particular 'trait' in a model part...I can 'spoof' it by putting a multiple copy of that version in, and it will increase the chance of any given soldier having that part. Makes sense!!

    Now...time to stop theorising, and get DOING
    Careless Orc Costs Lives!

  2. #2
    Member Member Herkus's Avatar
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    Feb 2006
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    Default Re: Model Naming Convention

    @Bwian
    Out of curiosity, which file format are you going to use for exporting your Tomb King's warrior meshes from Max to Milkshape - 3ds, fbx, mk3d ?

  3. #3

    Default Re: Model Naming Convention

    First try will be 3DS. Then I have a couple of other options! FBX didn't seem to work for me at all ( Max 7 ) when I tried to get it into Max from Milkshape. Will try the reverse if 3DS doesn't work. Since I am only really after teh geometry, and will assign the verts to bones in MS3D, I am not too worried.

    I would MUCH prefer to be importing the bones and weightings as well though... I have only really used MS3D as a 'cnverting engine' for other game mods I worked on. It was worth the money for that... but it lacks the ability of Max with envelopes etc. Now we have proper vertex weighting, Max would be a big benefit.
    Careless Orc Costs Lives!

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