Annes chest, making a man
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Annes chest, making a man
I've treid numerous things, vertex editing to resize annes chest to just flat, so you couldent see anything when you look down.
I also tried using a opacity texture to make her chest invisible, which I thought would not affect any movement atall or how her arm looked.
But I tried both techniques and neither worked, yet im sure the texture one should, but i think its the scale and after tpm import and export.
What exactly happened was her arm turned into something like the muppets, long thin. But her chest was no more, but you could see her body below, very small, which led me to believe it was the trouble of import and export scales.
All i want to do is remove the breasts to give the impression the player is man, I will have another way of indicating the players health.
Any help i can get on this? Its not the same pretending your a man which took a bit too much anabolic-androgenic aka steroids.
Edit: i also have the theory of moving the point at which you see through the eyes, forward, so you look down but cant see nothing your arm would look shorter though.
I also tried using a opacity texture to make her chest invisible, which I thought would not affect any movement atall or how her arm looked.
But I tried both techniques and neither worked, yet im sure the texture one should, but i think its the scale and after tpm import and export.
What exactly happened was her arm turned into something like the muppets, long thin. But her chest was no more, but you could see her body below, very small, which led me to believe it was the trouble of import and export scales.
All i want to do is remove the breasts to give the impression the player is man, I will have another way of indicating the players health.
Any help i can get on this? Its not the same pretending your a man which took a bit too much anabolic-androgenic aka steroids.
Edit: i also have the theory of moving the point at which you see through the eyes, forward, so you look down but cant see nothing your arm would look shorter though.
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chronzerg did something like that right?
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So, noone has yet actually succeeded in replacing Anne with another model? Remember, you must replace not only Anne, but all of her substitute meshes... that's what made me refrain from experimenting with her, as I don't have the time for such a task right now. Or maybe you haven't assigned the double joints properly...
Last edited by machf on Tue Jul 11, 2006 4:35 am, edited 1 time in total.
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That's just the fun part! I want to do it, but as I just said, I don't have the time right now. Maybe in a week or two.Slash_Master wrote:it will be very complicated, the joints should be reasignedmachf wrote:So, noone has yet actually succeeded in replacing Anne with another model?
Hmmm, let's see: you mean, you block the view of the chest with another ("fake") one, but leave the arm untouched?Slash_Master wrote: in my opinion its better using a centityattached, its works just like a normal chest
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Slash said what I've been saying to myself reading this thread. You
must assign the verticies to the joints. TPDC cannot do this in its
current state. We need Remdul to get in here and read this!!!! He has
to make a preset for the player. As I proved I think in "TPDC!
AAAAAHHHHH!!!!!", the Anne TPM will show up in TPDC, however
you obviously can't replace the mesh from there. So we need a
"player" preset. I would be interested to see if all those other joints
do anything when assigned... however I seriously doubt it. Slash is
also correct, currently the best (and only viable) option is to make
the entire lower body invisible, and use a CEntityAttached to sub-
stitute for the body. I am considering having a full-body mesh at-
tached for the player in JPDS, to make thirdperson mode less strange.
The only other option we have atm is if anyone wants to bother lear-
ning how to mannually assign verts in the tpm file, which would be
incredibly annoying (why the program TPDC was created).
.....there is one other off-chance possibility. It's never been proven,
but in theory, if you import a tpm to Max and export it again as tpm
with the maxscript, the vertex numbers may be preserved. In that
case you could bring the Anne model into Max (without subobjects),
move the verts around so as to minimize the chest, and export it as
tpm. You would then have to go into a VALID FOR IMPORT export of
the entire Anne model (tpm), find the lines in notepad for the mesh
data, and replace it for both Anne and each of Anne's subobjects.
This way the vertex numbers would remain the same, so the joint
assignments should still be valid. But there are a million things that
could go wrong there, or just plum not work. You're welcome to try
if you want.
must assign the verticies to the joints. TPDC cannot do this in its
current state. We need Remdul to get in here and read this!!!! He has
to make a preset for the player. As I proved I think in "TPDC!
AAAAAHHHHH!!!!!", the Anne TPM will show up in TPDC, however
you obviously can't replace the mesh from there. So we need a
"player" preset. I would be interested to see if all those other joints
do anything when assigned... however I seriously doubt it. Slash is
also correct, currently the best (and only viable) option is to make
the entire lower body invisible, and use a CEntityAttached to sub-
stitute for the body. I am considering having a full-body mesh at-
tached for the player in JPDS, to make thirdperson mode less strange.
The only other option we have atm is if anyone wants to bother lear-
ning how to mannually assign verts in the tpm file, which would be
incredibly annoying (why the program TPDC was created).
.....there is one other off-chance possibility. It's never been proven,
but in theory, if you import a tpm to Max and export it again as tpm
with the maxscript, the vertex numbers may be preserved. In that
case you could bring the Anne model into Max (without subobjects),
move the verts around so as to minimize the chest, and export it as
tpm. You would then have to go into a VALID FOR IMPORT export of
the entire Anne model (tpm), find the lines in notepad for the mesh
data, and replace it for both Anne and each of Anne's subobjects.
This way the vertex numbers would remain the same, so the joint
assignments should still be valid. But there are a million things that
could go wrong there, or just plum not work. You're welcome to try
if you want.
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You can apply an opacity texture to Anne's chest, I've done it before.
About an alternative way of displaying the health, the latest version of ATX implements a HUD: indicates how much health and ammo you have.
About an alternative way of displaying the health, the latest version of ATX implements a HUD: indicates how much health and ammo you have.
0066521C: 'Cannot create local swap file - Is Trespasser installed??',0Ah,0
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Have you ever taken a look at those presets? They're nothing but slightly edited .tpm files... so that isn't a problem.Draconisaurus wrote:Slash said what I've been saying to myself reading this thread. You
must assign the verticies to the joints. TPDC cannot do this in its
current state. We need Remdul to get in here and read this!!!! He has
to make a preset for the player. As I proved I think in "TPDC!
AAAAAHHHHH!!!!!", the Anne TPM will show up in TPDC, however
you obviously can't replace the mesh from there. So we need a
"player" preset.
As my math teacher used to say back then when I was in school, "Das ist ja Pipifax!"...
Maybe this weekend I'll have the time to attempt it... I've already loaded Anne's model in TPDC the other day.
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Ok. I have alot to say to this.
Yes, ChronZerg did try, yes, he did fail...
Basically, i could never get the model to export at the correct size. It was always messed up, and no matter how close i sized it in TresEd, in game, the size would stay too small. Its like tresed couldn't changes the size. Same thing when I changed a raptor model.
@Draconisaurus
The vertices weights are preserved in max, because even the raptor functioned on the smaller scale.
Yes, ChronZerg did try, yes, he did fail...
Basically, i could never get the model to export at the correct size. It was always messed up, and no matter how close i sized it in TresEd, in game, the size would stay too small. Its like tresed couldn't changes the size. Same thing when I changed a raptor model.
@Draconisaurus
The vertices weights are preserved in max, because even the raptor functioned on the smaller scale.
- Draconisaurus
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What? You scaled a tpm in max, then exported it and it still workschronzerg wrote:@Draconisaurus
The vertices weights are preserved in max, because even the raptor functioned on the smaller scale.
ingame? If that's what you're saying I'm quite impressed... may be
possible to change some trespasser dinos a lot easier that way.
Please tell me if that's what you're saying, if it is that will have rather
large implications for the speed at which we can alter dinosaurs...
Thats what happend to me, as i just thought that what the problem is after appling an invisible texture. The scale chnagewhen i import or export out of max.chronzerg wrote:
Basically, i could never get the model to export at the correct size. It was always messed up, and no matter how close i sized it in TresEd, in game, the size would stay too small. Its like tresed couldn't changes the size. Same thing when I changed a raptor model.
Thats is why annes arm looks thin, its just small but stretched.
I tried to make a dino aswell once, which in game it was small, i resize to an incredible size in tresed and its still small in the game.
I could only consider to make anne really small in max before import so in tresed i would'nt need to resize so big, or even better, export and import correct model sizes.
Chronzerg is right about the vertices too, as my dino also worked fine with its movements.
I will for now try out these proportion sizes later, at least get somewhere.
Wasent there a post about sizes when importing and exporting models in max?
Not sure if you mean my recent post about centering, aligning and scaling models...enigma wrote: Wasent there a post about sizes when importing and exporting models in max?
Anyway, let me take a look at this whole thing this weekend. I'm still busy finishing some work right now.
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Tres WIP: updated T-Script Reference and File Formats documents
Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
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Sound name listings for the Demo (build 117), Retail (build 116), Beta 103, Beta 99, Beta 97, Beta 96, Build 55, PC Gamer Alpha (build 32) and E3 1998 Alpha (build 22) TPA files
@Drac
Yup. I imported a RaptorC, and extended his snout. Then export, but like, by accident, I put the import scale to 10. when I exported him, I could never him get him to his rite size, and like, the physicas boxes would shrink incorrectly, so I gave it up. But he still functioned like a raptor, just was really tiny.
Yup. I imported a RaptorC, and extended his snout. Then export, but like, by accident, I put the import scale to 10. when I exported him, I could never him get him to his rite size, and like, the physicas boxes would shrink incorrectly, so I gave it up. But he still functioned like a raptor, just was really tiny.