port66@Posted: Tue Mar 18, 2008 7:25 pm :
:shock: anyone up to doing some voodoo on models/weapons/rocketlauncher/rocket.lwo. and add a eye joint to the nose so i can finish a guided missle http://download168.mediafire.com/5ndzyy ... /guide.avi

:lol::|



6th Venom@Posted: Tue Mar 18, 2008 8:08 pm :
I think LWOs and ASEs formats don't got any joints (except their entity origin).



port66@Posted: Tue Mar 18, 2008 11:47 pm :
i know. need a joint added to act as the eye joint. and made into a md5.mesh and use :

Code:

model model_guide_rocket
{
mesh              models/rocket.md5mesh

}



as the projectiles model. so the guide render view wont look crap for next update of miliita, and i dont have no 3d apps. and md5 converters never worked when i messed around with some :twisted:



6th Venom@Posted: Wed Mar 19, 2008 12:37 am :
Or you could just move back the missile mesh itself, then the origin should be the "nose" rather than the "tail", of course then move the flames, the collision "box", etc.
But you still need Lightwave (for lwo) or something like milkshape3d free trial.

Did you tested to use a md5mesh (model def) as a projectile?
By memory it doesn't work in D3... maybe i'm wrong.



port66@Posted: Wed Mar 19, 2008 1:04 am :
whats in the wmv is using origin offsets from the def file. which swings around the whole model when turning. need a model with a joint to do some stuff

be able to fly the nalpam around like the 1 in ut with a joint on the nose



port66@Posted: Thu Mar 20, 2008 7:00 am :
:| i have it covered mr and mrs acronyms. so no need for a hypothetical model, complete with some idle muzzle fx
http://download74.mediafire.com/jjzxoqu ... guide2.wmv

models dont spawn anyway using md5mesh



port66@Posted: Tue Mar 18, 2008 7:25 pm :
:shock: anyone up to doing some voodoo on models/weapons/rocketlauncher/rocket.lwo. and add a eye joint to the nose so i can finish a guided missle http://download168.mediafire.com/5ndzyy ... /guide.avi

:lol::|



6th Venom@Posted: Tue Mar 18, 2008 8:08 pm :
I think LWOs and ASEs formats don't got any joints (except their entity origin).



port66@Posted: Tue Mar 18, 2008 11:47 pm :
i know. need a joint added to act as the eye joint. and made into a md5.mesh and use :

Code:

model model_guide_rocket
{
mesh              models/rocket.md5mesh

}



as the projectiles model. so the guide render view wont look crap for next update of miliita, and i dont have no 3d apps. and md5 converters never worked when i messed around with some :twisted:



6th Venom@Posted: Wed Mar 19, 2008 12:37 am :
Or you could just move back the missile mesh itself, then the origin should be the "nose" rather than the "tail", of course then move the flames, the collision "box", etc.
But you still need Lightwave (for lwo) or something like milkshape3d free trial.

Did you tested to use a md5mesh (model def) as a projectile?
By memory it doesn't work in D3... maybe i'm wrong.



port66@Posted: Wed Mar 19, 2008 1:04 am :
whats in the wmv is using origin offsets from the def file. which swings around the whole model when turning. need a model with a joint to do some stuff

be able to fly the nalpam around like the 1 in ut with a joint on the nose



port66@Posted: Thu Mar 20, 2008 7:00 am :
:| i have it covered mr and mrs acronyms. so no need for a hypothetical model, complete with some idle muzzle fx
http://download74.mediafire.com/jjzxoqu ... guide2.wmv

models dont spawn anyway using md5mesh



port66@Posted: Tue Mar 18, 2008 7:25 pm :
:shock: anyone up to doing some voodoo on models/weapons/rocketlauncher/rocket.lwo. and add a eye joint to the nose so i can finish a guided missle http://download168.mediafire.com/5ndzyy ... /guide.avi

:lol::|



6th Venom@Posted: Tue Mar 18, 2008 8:08 pm :
I think LWOs and ASEs formats don't got any joints (except their entity origin).



port66@Posted: Tue Mar 18, 2008 11:47 pm :
i know. need a joint added to act as the eye joint. and made into a md5.mesh and use :

Code:

model model_guide_rocket
{
mesh              models/rocket.md5mesh

}



as the projectiles model. so the guide render view wont look crap for next update of miliita, and i dont have no 3d apps. and md5 converters never worked when i messed around with some :twisted:



6th Venom@Posted: Wed Mar 19, 2008 12:37 am :
Or you could just move back the missile mesh itself, then the origin should be the "nose" rather than the "tail", of course then move the flames, the collision "box", etc.
But you still need Lightwave (for lwo) or something like milkshape3d free trial.

Did you tested to use a md5mesh (model def) as a projectile?
By memory it doesn't work in D3... maybe i'm wrong.



port66@Posted: Wed Mar 19, 2008 1:04 am :
whats in the wmv is using origin offsets from the def file. which swings around the whole model when turning. need a model with a joint to do some stuff

be able to fly the nalpam around like the 1 in ut with a joint on the nose



port66@Posted: Thu Mar 20, 2008 7:00 am :
:| i have it covered mr and mrs acronyms. so no need for a hypothetical model, complete with some idle muzzle fx
http://download74.mediafire.com/jjzxoqu ... guide2.wmv

models dont spawn anyway using md5mesh