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Mesh tutorial?


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#1
Kaikoden

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Yes, another noob asking about how to mesh. :wallbash:

Honestly, I actually got gmax to show something, but it was just a bunch of bones(?) and colorful cilinders that had to do with colisons. There was no recognizable mesh so to speak. The tutorial I read for that one was no help what so ever and I couldn't get dragonblender to work properly.

So I've started (somewhat) and can feel my brain dripping form my nose as I type. :pinch:
I'm not looking for instructions on how to edit the mesh once I get it into the rendering program...I just can't get it in to the program. It's probably a tall order, and hopefully some one already wrote said instriction manual...but I can't find it.

P.S. I've included an image of my progress with gmax. So maybe some one can elighten me as to what I did wrong or what the next step would be...:sweat:

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#2
veteran_gamer

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hi friend

that right there is the collision/physics model, which means the mesh itself (.MSH) and its parenting "architecture" file (MMH) have not been imported
i'm not sure exactly how gmax works with importing, but ensure you are using "eshmes" latest plugins, which to my understanding also support gmax

thats actually a pretty similar interface to autodesk 2009 which is what i've been using

so let's start with basics to hopefully get you going - again anything i say may be null because we use different editors

grab a basic model from standard dragon age
let's pretend its...a human male massive armor, before importing, ensure you have the following

arm_mass_blah.MMH
arm_mass_yadda.MSH
arm_mass_blerb_.PHY (not needed if all you're doing is a basic edit, but recommended to have for healthy practice, often you will probably find yourself not including the collision upon importing)
arm_mass_turd.mao (this is the texture/material surface property controller, leave these alone so you dont get overwhelmed, is also optional but again healthy to get in the habit of including if you ever start getting further into depth with the model system)

the texture files are optional to include but always nice to see them when editing
once you import the MMH, the glory begins

in theory...

Edited by veteran_gamer, 28 September 2010 - 01:24 AM.


#3
veteran_gamer

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i am very sorry, i try to help when i know the answer to something but often leave out key or critical details due to trying to squeeze the posts into my small break-times
ill leave that other stuff the way it is though, maybe for later dude you never know)

what i meant to say was
once you have the files i colored in yellow above this post -in the same directory-, simply import the MMH, and the rest will follow, its like the PARENT file that causes the daisy-chain of imports, msh, phy, mao, etc

that simple!

so for a really basic and quick successful import/export lets do the following (you can try with your own cu stom stuff later, lets just get the model IN there before anything trust me)

a.) grab DATOOL, fire it up, and choose...something simple, your choice, recommend a creature or humanoid
b.) click on file>save all, and save to a temporary folder on your desktop
c.) import the MMH

praise the lord, thank you jezas! mesh should be in there
then export and see if it works in game, since its a default model you'll know if it works properly/skeleton didnt get corrupted by - a.( not havin your game crash, b.) animations blending properly c.) etc

might want to read the next part after a few days or a week of messing around and experimenting

only thing is with custom models or replacements, not having LOD files will make the npc warp/morph turn into an abomination when the first LOD kicks in around 15- or so feet away from the players camera (the arms will bend and break, legs will stretch/bend laughably out of place, and the npc's head will effectively and literally shove its head up its own ass hahahah, god damn.)

so when you see arm_mass_blerb_0, arm_mass_blerb_2, arm_mass_blerb_3 (assuming you're looking at the mesh and hierchy.erfs) and wonder "what are the 2 and 3s? those are the LOD files that create the cracked out effect when they're missing, the 2 and _3s are, the _0 or "1st one" in the order is always/usually going to be the Base file, which you work on first, the one with the most detail/highest poly count, cool?

so dont think its something you did wrong if you see your npc sticking its own foot down its mouth, hahah its just a missing the lod components which have No documentation/explanations for anywhere, and even less discussions that are even remotely useful/informative. i hope to change that when i get time - however we can talk about that once you get there, for now this should be enough

good luck ;]




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