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Posted: Thu Nov 06, 2008 2:04 am
by Fooli
fhko wrote:a model can't go outside a certain physical distance from the origin
Don't want to sound picky, but that isn't true.
That particular model may not like it, but if so it's a problem with the model... these things happen when you play with bones, unfortunately. But it's not because of some rule about where it can be positioned :]
f
Posted: Thu Nov 06, 2008 2:49 am
by fhko
Not to criticize your expertise in modeling Fooli, but...
It has nothing to do with bones, it does have to do with position. I've have encountered this problem before, when I wasn't using any bones.
I'm guessing that .md3 has a rather restrictive data limit for recording integer values (should of used a long instead of an int) and that when this limit is exceeded (in other words, I move too far up) then the recorded values become negative and my model appears to be headless. This is supported by the fact that moving my model down by 200 units before exporting had completely resolved all the headlessness issues.
The only reason the sword gets messed up is because it extends above the knight's head during the swing and gets sent to the bottom of the distance range.
Really I just should have made my model smaller when I started out (hence my question about scaling a page back).
Posted: Thu Nov 06, 2008 10:18 am
by Fooli
That sounds.... rather unlikely! At least you found how to solve the problem, though.
Could you send me the gmax model in question? I'll have a play and see if you're right :]
Also, which exporter do you use?
f
Posted: Thu Nov 06, 2008 11:53 am
by zaroba
sure it wasn't a messup in the animation building in the model convertor?
the animated train on ciroz/zoric gets a good 25 tiles away from the model origin.
course, i probably don't know what i'm talking about since i haven't ever used bones or anything
Posted: Thu Nov 06, 2008 12:50 pm
by fhko
I use tempest for the exporting. If there's a better alternative, I'm all ears.
Here is the model in question. As you will see it has been shifted down by 200 units and that the sword will be lobbed off in frames where it goes above the head.
As you will also see, the sword itself has no bone associated with it. It's merely orientationally linked to one.
Posted: Thu Nov 06, 2008 1:19 pm
by Fooli
Interesting... well it seems you're right. I don't use the Tempest export method, I have the exporter you can find here (along with a few other useful Gmax goodies):
http://www.davidhsmith.net/Essential_Tools.htm
Using that, it pops up an error message complaining that objects exceed the maximum allowed bounding box, which seems to a cube 512 units per side.
The solution would be to make your models a lot smaller :) You could set up a simple 512 cube as a guide, I guess...
f
Posted: Thu Nov 06, 2008 2:34 pm
by Mishka
Fhko I think you should make a temple, so it can be a substitue on Medieval worlds for the schools.
On Medieval worlds they can be called Temple instead of schoo, where you find knowledge for whatever.
On Xebec for example.
We need the model though, a beautiful big temple.
Posted: Thu Nov 06, 2008 5:42 pm
by fhko
"Beautiful" is hard to do without smoothing. Got a picture of something in mind?
Posted: Thu Nov 06, 2008 6:02 pm
by Fooli
Gmax -> md3 (using the above exporter) -> x (using 3d exploration, also available thru that site) -> model converter = smoothed model.
f
Posted: Thu Nov 06, 2008 7:08 pm
by Mishka
Posted: Thu Nov 06, 2008 7:43 pm
by zaroba
the white house, pentagon, and senate buildings would be nice additions.
Posted: Thu Nov 06, 2008 10:18 pm
by fhko
Okay so the current list is...
Volcano/lava vent
Temple
Misc. US government buildings
So altogether that order comes to 75 Yen or $16 monopoly money. Please allow 6 to 10^6 weeks for delivery.
Posted: Thu Nov 06, 2008 11:27 pm
by zaroba
alrighty.
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*looks at watch to see how much time has passed*
Posted: Fri Nov 07, 2008 12:36 am
by fhko
*Drools uncontrollably*
Posted: Fri Nov 07, 2008 11:12 am
by Mishka
We need more sail ships than the ones currently available for our development of Claden. So how about a sail ship. A frigate. Or something like this:
Posted: Fri Nov 07, 2008 12:18 pm
by zaroba
ahh yes, i agree.
sail ships would be nice.
have you ever seen Pirates of the Caribbean?
how about the Black Pearl or Flying Dutchman?
Posted: Fri Nov 07, 2008 1:12 pm
by fhko
I think the Flying Dutchman would be well beyond my skill and poly limits.
Posted: Fri Nov 07, 2008 7:16 pm
by morbydvisns
with legs
XD
Posted: Fri Nov 07, 2008 8:53 pm
by Mishka
fhko wrote:I think the Flying Dutchman would be well beyond my skill and poly limits.
the one in the pic above shouldn't be much of a problem....
right?
Posted: Fri Nov 07, 2008 9:29 pm
by flametard
i was actually thinking of how i could include a temple or church before you guys had even mentioned it.
The temple is going to be a building that makes and sells "prayers" which are usable items. when used, the script says a prayer, then picks a random number between 1 and 20. the first 10, nothing happens, but 11 would produce that you "found money on the street" when you login next. 12 would be "you gave some of your items to a homeless person" and so on. kinda like playing a lottery.
i was thinking of even setting a playervar that makes a person more "holy" the more you pray, which will perhaps grant some extra perks upon the players death if you reach a certain level of holiness.
for the model i would suggest something more like a gothic cathedral since theyre the coolest looking churches on the planet. but a more easy approach would be a simple house with a steeple.
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sorry to offend you fhko, but youre still an artist. haha