
I am not sure what the "dinosaur preset" has to do with the new dino model and the "dinosaur skin model" is for adding a new dino model or only a new texture to current Trespasser dinosaurs?
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Yeah, you shouldn't have deleted those, just renamed them too. Doing a global replace from "Para" to "galli" was the way.Tormer wrote:i opened the TPM with notepad and renamed bones to match with the mesh name ("galli" in this case). Even, i deleted some lines that had ParaBody, ParaHead and ParaTail instances/mesh (also, they appeared in TPDC after selecting Parasaur preset -there was an option to choose a skin and i chose galli skin). But now, GeomAdd throws this Error:
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Looks like the bones simply don't have the same name as the body... otherwise they should have rotated together with it.
So, i tested my map to see if the Gallimimus works in game and i got this:
In TPDC, the Gallimimus position displays OK but I had to rotate the gallimimus in TresEd with that xyz option in the menu bar and "show normal objects" option enabled because its position was with head down and tail up but seems that its bones don't match with body rotation:
It makes the sounds (only the Parasaur sound effects just to see how it works) and it looks weird with strange animations.
Here are the values that i wrote in the gallimimus.values file:
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See my answer further up...Besides, my gallimimus doesn't have these large squares in its head, body and tail like the other dinosaurs have when you enable to see classes, objects and invisible instances in TresEd:
I only found a Blender TPM exporter in moddb site. If you have a Blender TPM importer, could you send me the download link?Rebel wrote:You can't really use the 3ds format for dinosaurs, Tormer, it wrecks the mesh. Export as tpm only, Blender has a tpm import
script, doesn't it?