SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 22, 2015 1:49:13 GMT 10
vertex fvf is vertex definition used by a model group, a model can have several ones. adr are re hd remake specific, they set the door event wrap zones and cinematics trigger, key needed, etc... EMS is also re hd specific, it say the position, rotation, enemy to spawn at this pos and if it is after a cinematic and some other things.
to show the actual support : load a stage sbc like r109.sbc then load r109.ems, it will display all spawns as green objects in max (the aim will be to edit, modify ,add them directly in max viewport) then you can also load r109.adr to show the room door wrap zones (the zone where you can trigger an event, click a button ,etc..) also the adr don't have y coord as they are mainly 2d xz coords seen from the level top view (so they may be misplaced in 3d view)
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 23, 2015 5:36:56 GMT 10
hello there, script 1.2.2 is out , not a big update bug still add some fix like some level geometry export support etc..
also add a tag for me to track bugs if you submit me some mod files to check.
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 23, 2015 7:44:56 GMT 10
hello there, script 1.2.2 is out , not a big update bug still add some fix like some level geometry export support etc..
also add a tag for me to track bugs if you submit me some mod files to check. well cool but i still cant make all the unneeded mesh hidden it still shows up in game ;__; am i doing something wrong ? how does hiding mesh work with your new tool xD in the old tool you just had to make the LOD to 0 Now when i do that the mesh still show up in game ;__; so HELP D:
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First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,569
Original Join Date: May 12, 2009
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Post by JTeghius Kittius on Mar 23, 2015 9:01:43 GMT 10
how does hiding mesh work with your new tool xD in the old tool you just had to make the LOD to 0 Now when i do that the mesh still show up in game ;__; so HELP D: you could use the old re6 method of converting to mesh, scaling it down, then applying the "SKIN" modifier and rigging it to the root (lowest numbered) bone and then right click the skin modifier and selecting "Make Unique" that's how i do it.
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 23, 2015 9:15:27 GMT 10
how does hiding mesh work with your new tool xD in the old tool you just had to make the LOD to 0 Now when i do that the mesh still show up in game ;__; so HELP D: you could use the old re6 method of converting to mesh, scaling it down, then applying the "SKIN" modifier and rigging it to the root (lowest numbered) bone and then right click the skin modifier and selecting "Make Unique" that's how i do it. thats stupid and time consuming ;__;
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First of my name, Queen of Joke Mods, Mother of memes
Posts: 2,569
Original Join Date: May 12, 2009
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Post by JTeghius Kittius on Mar 23, 2015 9:17:36 GMT 10
thats stupid and time consuming ;__; well if it works. and given that you've tried the other method multiple times which doesn't seem to be working right now i wouldn't call it that time consuming. also it takes like max 2 minutes to do..
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 23, 2015 9:40:58 GMT 10
Welp this happened when i sued your new "tool" im not sure wth you are doing with the script but you are doing it wrong XD i wanted this to be a surprise but i guess i just cant understand wth is happening right now so i will just show it to you and you tell me XD so if you have any suggestions mr codeman please tell me cuz im DYING to know Why that happened XD
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Posts: 92
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Post by ryuhayabusa94 on Mar 23, 2015 10:22:57 GMT 10
I think codeman need more time and more of our feedback to work on this script.
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 24, 2015 6:24:10 GMT 10
actually i think the problem of unhidden mesh is because of lod zero support, i will remove it in next version for checks. for the rigging problem it is weird lol also without the model i can't debug it mr EvilLord also for hiding lod0 mesh their is now in 1.2.2 a feild named "All but zero" so it may be hided and not exported if i am right.
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 24, 2015 6:35:58 GMT 10
actually i think the problem of unhidden mesh is because of lod zero support, i will remove it in next version for checks. for the rigging problem it is weird lol also without the model i can't debug it mr EvilLord also for hiding lod0 mesh their is now in 1.2.2 a feild named "All but zero" so it may be hided and not exported if i am right. so if i check that and export it should hide all undeeded mesh ? or not xD also i will re export claires original head meshes and send over a sample so you could see what's wrong with it xD but i had to use old tool to make it work xD
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 24, 2015 6:55:12 GMT 10
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 24, 2015 7:06:01 GMT 10
it gives me an error when i try to load the script XD im using 3dmax 2012 64 bit so not sure whats going on if its from my end or your end xD
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 24, 2015 7:11:59 GMT 10
on the eror line i missed a "[" for b[3] sorry and b4 must be b[4]
reuped the fixed script ,same link
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Ada... Ada Wong :D
Posts: 9,900
Original Join Date: Aug 21, 2008
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Post by EvilLord on Mar 24, 2015 7:25:34 GMT 10
on the eror line i missed a "[" for b[3] sorry and b4 must be b[4]
reuped the fixed script ,same link
i still cant hide other LOD and they still show up in game and it still does the horrifying bone deformation in game when i use old tool to rename every other LOD to zero XD why cant i hide the LOD levels with your new script man it worked fine before =\ i guess you removed that support ? if so thats kind sad ;__;
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SetMode : Enraged Mad Dog ---> SetMode : Ok
Posts: 367
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Post by CodeMan02Fr on Mar 24, 2015 14:19:56 GMT 10
no i don't removed that support in fact, it may be an issue with the lod list selector, i will check this this afternoon after work... at last i can make lod0 meshes a single invisible degenerated triangle at export time if needed.
edit: i think i know why, i added code to backimport mods and fixed an issue in faces generation , it must be the cullprint of lod0 showing ingame ...
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