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Newcomers DBPro Corner / Milkshape question

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Hownow
20
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Joined: 10th Jun 2004
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Posted: 10th Jun 2004 12:00
Im DB and 3d modeling. Im using Milkshape and I a problem.
How do you get your models to be about the same size...
Example.
I make one model and then make another. Load them into DB and one needs to be scaled way bigger and one needs to be scaled way smaller. I see no way to judge the size of the model as your making it is there some kind of ruler or something im missing?
Hope this makes sense and someone can point me in the right direction Thanks
FROGGIE!
21
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Joined: 4th Oct 2003
Location: in front of my computer
Posted: 10th Jun 2004 15:15
unfortunately i dont think there is. the way i do it is using the merge ( file > merge ).

I should have changed my signature when asked
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 10th Jun 2004 15:58
there is no real ruler but when you export change the jt edit settings to reflect the size you want.


fall down seven times, stand up eight
Kivu_Rako
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Joined: 10th May 2004
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Posted: 11th Jun 2004 04:09
im not sure about dbp but for sure in dbc use
"scale object object id,x,y,z"
x,y, and z are all how much you want to strech it (percentage).
that way just do something like this:
"
load object "blahbig.x",1
load object "blahsmall.x",2
scale object 1,100,100,100
scale object 2,-50,-50,-50
position object 1,2000,50,2000
position object 2,2500,50,2500
"
get it?

"geez, its probably a noobish mistake too!"
indi
22
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Joined: 26th Aug 2002
Location: Earth, Brisbane, Australia
Posted: 11th Jun 2004 04:47
scaling an object tho in dbc does not affect the collision size so its not worthwhile. the older size will still be the collision size and drives you nuts when u try to set up collision.


fall down seven times, stand up eight
Hownow
20
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Joined: 10th Jun 2004
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Posted: 11th Jun 2004 05:58
This will help alot I should have thought of merging to check size Not sure how jt edit settings work but merge will work fine for what I need.
Thanks very much.
Trev
20
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Joined: 20th Feb 2004
Location: Canada, Ontario
Posted: 12th Jun 2004 03:07
i suggest nuclear donkey collisoin dll its cheap and it lets u scale the object in db and the collisons STILL WORK lol

Trevor Somerville Making the best game Beast Hunter. So what if it dosn't have any sound or enemies yet....
Don Malone
21
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Joined: 27th Apr 2003
Location: Birmingham, Alabama
Posted: 12th Jun 2004 07:33 Edited at: 12th Jun 2004 07:34
Quote: " i suggest nuclear donkey collisoin dll....."


I think he means Nuclear Glory collision DLL (a free version with less features is available but the purchase one seems to have it all.)

http://www.nuclearglory.com/

Wasting CPU Cycles since the 286 was a hot machine.
Hownow
20
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Joined: 10th Jun 2004
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Posted: 13th Jun 2004 19:14
I have a couple more questions
My textures on my models look fine in milkshape but if I export in .x they come out washed out and sometimes the models are missing faces but if I export in 3ds they seem ok but get rotated 90 Deg.. and both ways the animation data seems to get lost. The milkshape version I have says to export in directx8 Any idea whats going wrong?

Thanks
Hownow
20
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Joined: 10th Jun 2004
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Posted: 14th Jun 2004 08:09
Ok my model is a chicken... The tail of the chicken is spaced a tad away from my model when I load it into DB. I noticed that for some reason some of the welds came undone. So I rewelded the tail but still come up away from the body and I got the animation working now but textures seem washed out still... So is there a way to check welds? Everything looks welded but tail is still not connected in game. Maybe I can send someone my model that knows what they are doing so they can see what might be wrong?

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