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by fatduck
Sun Jun 08, 2014 9:18 pm
Forum: 3D/2D models
Topic: Silver 3d models and animations (CHR and ANM files)
Replies: 45
Views: 9652

Re: Silver 3d models and animations (CHR and ANM files)

absolute pixel coordinate, mate!
by fatduck
Sat Jun 07, 2014 7:44 am
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

OK, I tested with your method and it seems that evertime you addbone to your skin modifier, the skin weight changed!!!
(Mainly in 1st skin bone)

So you have to add all bones before start on weighting!
by fatduck
Fri Jun 06, 2014 9:12 pm
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

In your script:

for i = 1 to Num_Skin_Bone do
(
...
for i = 1 to num_Skin_Data do
(
...
)
...
)

You are using the same variable twice! Although 3dsmax will set all variable as local variable, you can't reference to the outer loop inside inner loop...
by fatduck
Fri Jun 06, 2014 7:37 am
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

Since in your i loop, you will add a new bone to skin modifier.
That is the index of your bone in skin modifier, so:
skinOps.setVertexWeights skinMod (Vert_Index+1) i Weight
by fatduck
Tue Jun 03, 2014 10:22 pm
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

Seyren,
multimap[v].opacityMap.monoOutput = 1

for Transform, I end up using a custom switch in GUI to force the transform by parent or not.
by fatduck
Tue Jun 03, 2014 7:24 am
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

If just want to phase the file without animation. Use these codes: num_Trans_Animation = readlong f fseek f (num_Trans_Animation*0x10) #seek_cur num_Rotate_Animation = readlong f fseek f (num_Rotate_Animation*0x14) #seek_cur num_Scale_Animation = readlong f fseek f (num_Scale_Animation*0x10) #seek_c...
by fatduck
Sun Jun 01, 2014 9:37 am
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

Updated the Morph_Animation part: dword num_Morph_Animation //?? struct Morph_Animation { dword Tick_Time dword count1 struct Anim_Data1 { dword Index float[3] value } dword count2 struct Anim_Data2 { dword Index word[2] ?? //? float value } } You should be able to phasing the animation without any ...
by fatduck
Thu May 29, 2014 8:23 pm
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

You are right that "grimreaper.scn" doesn't follow objVer(0.1/0.2), all bones are world transformation. Are there any models don't follow this objVer!? For your world/parent transformation problem. If the object didn't have parent then the transformation is simply world transformation, right? so you...
by fatduck
Thu May 29, 2014 10:21 am
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

I don't have any of your problem at all? Remember the whole format is object based. It means every chunk(ID) is a object, and they can have parent/children. Your "multi-objects" error is possibly missing some "mesh parent"? http://imageshack.com/a/img836/323/g38s.jpg And I follow my format post abov...
by fatduck
Fri May 16, 2014 8:21 am
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

You Bones Initial transformation are WRONG! Remember the struct I post: struct Common_Obj_Properties { dword Object_ID char[] Object_Name char[] Parent_Name float ?? //always 0.1 float[16] Object_Transform_Matrix //Object_Version = 0.1 parent base, or 0.2 world base float Object_Version } if Object_...
by fatduck
Thu May 08, 2014 9:13 pm
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

Sorry for my bad, That ExtraUVs is just a flag! (I think it's actually a 8 bits flag)
You only need to skip the UV layers when it's value is 1!(or bit 0 set)

Anyway, good to know you finally got your script working!
by fatduck
Wed May 07, 2014 6:24 pm
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

What you need is multimaterial instead of standardmaterial. And place each texture in each material layer(sub-material) And also you mesh need multi-Face-material IDs to the corresponding sub-materials remember the structure: struct Texture { char[128] Texture_Name dword Face_Start dword Face_Count ...
by fatduck
Tue May 06, 2014 7:45 am
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

I told you there is a flag of Extra_UV. it's located before the value of num_Texture!!! You had reached one in ds4_station01.scn: so after the standard UV block you have to read/skip the extra UV block! (it's the same size of the standard one) and then read the value of num_Tangent, and continue... ...
by fatduck
Mon May 05, 2014 12:39 pm
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

Format updated: http://forum.xentax.com/viewtopic.php?p=94248#p94248 Key points here: The Texture block is: struct Texture { char[128] Texture_Name dword Face_Start dword Face_Count } And found a flag for Extra_UV! the extra UV data is directly continue from the standard UV block. eg: num_UV = 100 <...
by fatduck
Sun May 04, 2014 7:24 am
Forum: 3D/2D models
Topic: S4L Model Exporting
Replies: 64
Views: 20294

Re: [Request]S4 League Model Exporting

sorry my fault, there SHOULD NOT have "dword num_Skin" in then structure!!! So delete your following lines(Outer i loop) will do: Num_Skin = readlong f print "Number of Skin Weights:" print Num_Skin for i = 1 to Num_Skin do ( ) @0xC075: that 0x0D is actually num_Skin_Bone!