guusr5644 Posted December 8, 2002 Share Posted December 8, 2002 can ya add meshes or delete them? if ya can there is some infantry i wud like to add them a knife... Quote Link to comment Share on other sites More sharing options...
Apollyon Posted December 8, 2002 Share Posted December 8, 2002 you can add meshes made in MilkShape3D but I think its impossible to say where the mesh appears on the complete model. Quote Link to comment Share on other sites More sharing options...
Frodo Posted December 8, 2002 Share Posted December 8, 2002 you can, i have been experimenting with this. I will not say anything else though. :-X Quote Link to comment Share on other sites More sharing options...
Apollyon Posted December 8, 2002 Share Posted December 8, 2002 aww c'mon spill the secrets ;D Quote Link to comment Share on other sites More sharing options...
guusr5644 Posted December 8, 2002 Author Share Posted December 8, 2002 yea frodo comeon Quote Link to comment Share on other sites More sharing options...
govarox Posted December 8, 2002 Share Posted December 8, 2002 tell us, tell us ;D Quote Link to comment Share on other sites More sharing options...
guusr5644 Posted December 9, 2002 Author Share Posted December 9, 2002 i think i know how the meshes know where to go... when i output a text file of an xbf i see meshes numbers (daa) but before the numbers there are 3 or 4 numbers i think. i think these numbers are cordiants (bad english) of the meshes where they supose to be... Quote Link to comment Share on other sites More sharing options...
Adrian_Messecar Posted December 9, 2002 Share Posted December 9, 2002 The present version of the Xbf viewer/editor program can only replace a mesh in the Xbf file with a new mesh made in MilkShape3d and there are many limitations on what meshes can be replaced and on the new mesh file created with MilkShape3d. **** YOU NEED TO READ THE TEXT FILE INCLUDED WITH THE XBF viewer/editor ****. The mesh replaced is the one selected (the one your looking at) when you select Replace Mesh or Replace No Anim (or Replace Old Anim (keeping the old animation data)- in version 2c which I've sent to Nema, but hasn't yet been posted on Dune Editing at the time of this message). The Xbf viewer/editor also has functions to resize meshes and move them, so if it's not the size or place you want it, you can fix it. However, if a mesh has rotation animation, if you move it, it will still rotate around the original axis, not the new one, so you may be able to move it along the original axis, but not away from it. So in a case like this you may need to load the mesh back into MilkShape3d, move it there, and redo the animation. Also, in all my tests so far, all child objects undergo their parent object's animations (like when an Airdrone turns, the fuselage does a tilt animation and all the wings (which are child objects of the fuselage) tilt with it). As for inserting new meshes, I'm going to start working on an update for that. Quote Link to comment Share on other sites More sharing options...
guusr5644 Posted December 9, 2002 Author Share Posted December 9, 2002 cant wait till new v. is out... i had no expirience at all with milk shape and im not gonna learn about it as well... Quote Link to comment Share on other sites More sharing options...
Frodo Posted December 10, 2002 Share Posted December 10, 2002 The present version of the Xbf viewer/editor program can only replace a mesh in the Xbf file with a new mesh made in MilkShape3d and there are many limitations on what meshes can be replaced and on the new mesh file created with MilkShape3d. **** YOU NEED TO READ THE TEXT FILE INCLUDED WITH THE XBF viewer/editor ****. The mesh replaced is the one selected (the one your looking at) when you select Replace Mesh or Replace No Anim (or Replace Old Anim (keeping the old animation data)- in version 2c which I've sent to Nema, but hasn't yet been posted on Dune Editing at the time of this message). The Xbf viewer/editor also has functions to resize meshes and move them, so if it's not the size or place you want it, you can fix it. However, if a mesh has rotation animation, if you move it, it will still rotate around the original axis, not the new one, so you may be able to move it along the original axis, but not away from it. So in a case like this you may need to load the mesh back into MilkShape3d, move it there, and redo the animation. Also, in all my tests so far, all child objects undergo their parent object's animations (like when an Airdrone turns, the fuselage does a tilt animation and all the wings (which are child objects of the fuselage) tilt with it). As for inserting new meshes, I'm going to start working on an update for that.On the next version, do you think that you could add the ability to save the decoded xbf as an xbf again? This would really help and would open so many more possibilities. Quote Link to comment Share on other sites More sharing options...
guusr5644 Posted December 10, 2002 Author Share Posted December 10, 2002 yes it iwll help many (include me ::)) it becomes such messy to work with the hex programs... Quote Link to comment Share on other sites More sharing options...
Apollyon Posted December 10, 2002 Share Posted December 10, 2002 my god yes that would helpI could mess around with the core-data instead of doing it thru the editor ;D Quote Link to comment Share on other sites More sharing options...
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