Neurological@Posted: Sat Aug 23, 2008 6:19 pm :
I have a question for who know how to use a new custom weapons but using the standard d3 animations.

I've created a pistol for replace the standard D3 one, now when I'm going to cancel the d3 original mesh of the pistol (editing the mesh and selecting the element to delete), the skin bones are messed up, or in other words are not connected each other and the envelopes are no more the same.
I've attacched the new gun to the hands mesh and then imported all the bones to the skin. But if I try to import it on D3, it says the joints differ from the animations, so I've to redo all the animations and envelope the bones from skratch.

In the mod FMJ I see the developers have changed only the guns meshes but the model still use the d3 animations.

There is a way to keep the bones attacched each other without redo the skin from the beginning?

Thanks in advance.

PS: I'm using 3dsmax 8.



Brain Trepaning@Posted: Sat Aug 23, 2008 6:23 pm :
all the anims may need to be re-exported as well to match the bones, though others have a solution I forget.

Also, try making the pistol NODRAW and just add in your mesh instead of deleting the pistol.

edit: oh, wait, you're talking about Doom 33, I'm not too familiar with that :wink:



Neurological@Posted: Sat Aug 23, 2008 6:42 pm :
ahah sorry typo ftw. Thanks for the tips. So all I need is to load up the mesh making the changes I need and then import all the d3 animations and again reexport them?



Brain Trepaning@Posted: Sat Aug 23, 2008 6:48 pm :
yes, that is correct.



Brain Trepaning@Posted: Sat Aug 23, 2008 6:51 pm :
Doom 33 gameplay includes bocce ball and the Hell Knight soiling himself.



Neurological@Posted: Sat Aug 23, 2008 6:58 pm :
I tried now, but the model stretch all over the place. Enveloping is inevitable?



Kristus@Posted: Sat Aug 23, 2008 7:35 pm :
Are you using 3d studio for this?
Either way, all you need to do is add the new pistol mesh over the old, and then delete the old pistol from the mesh.

Pull on the bones a a bit to make sure your pistol is correctly rigged... it's likely that other bones, than the pistol's assigned bone will claim some verticies and you don't want that. If the old animations doesn't work, it means you changed something on the rig.



6th Venom@Posted: Sat Aug 23, 2008 7:38 pm :
be sure to not check the "reorient bones" box when you import the pistol mesh too.



Kristus@Posted: Sat Aug 23, 2008 8:30 pm :
Meh, I never do that. I like it better when they stick out like handle bars. :p



6th Venom@Posted: Sat Aug 23, 2008 9:54 pm :
Yeah i'm sure you do not, but i said that for Neurological and his problem. :wink:

I really like unoriented bones too, they make my days! :D



Kristus@Posted: Sun Aug 24, 2008 1:24 am :
Worth to mention though, that if he does that. He has to do it again when he exports it back.



Doomguy87@Posted: Mon Sep 29, 2008 2:18 am :
can i change the position of the hands so that both hands hold the gun through most of the anims?
EDIT: i attached all the peices of gun then attached it to the viewpistol mesh but only the bones move, none of the geometry :?



bashport@Posted: Mon Sep 29, 2008 12:17 pm :
Brain Trepaning wrote:
edit: oh, wait, you're talking about Doom 33, I'm not too familiar with that :wink:



bruahaha!

definitely a nice one! :mrgreen:

(sorry for spamming guys - but that just made my day)



Doomguy87@Posted: Wed Oct 01, 2008 1:16 am :
anyone?



Doomguy87@Posted: Wed Oct 01, 2008 10:09 pm :
ok nvm i know wat i did, i didnt attach the skin modifier to all the bones but now the left arm looks retarted and i cant seemm to figure out how to attach my gun to the hands so that it is all 1 mesh. i really need some help with this, i've been trying for 2 days now and its driving me crazy.



der_ton@Posted: Wed Oct 01, 2008 10:21 pm :
Attaching additional geometry to the animated imported md5mesh works like this:
Select the imported object (the one that is already moving with the bones), go into mesh edit mode (select "Editable Mesh" in the modifiers stack), activate the "Attach" button in the panel below, then click the object you want to attach, done! If you move the time slider while you are still in mesh editing mode, only the skeleton will move, but if you leave this mode (by clicking the skin modifier, or by deselecting everything by clicking into empty space in the viewport) then you'll see the attached object moving with the bones. That is, if it is bound to any bones. After attaching it is automatically skinned to the nearest bones, but you can change this to whatever you like, like rigid skinning in the case of a pistol. To learn about skinning you better consult the extensive and excellent documentation that comes with 3dsmax.



der_ton@Posted: Wed Oct 01, 2008 10:34 pm :
By the way, if attaching objects continues to give you trouble then Berserker's exporter might be another option: viewtopic.php?t=4618



Doomguy87@Posted: Wed Oct 01, 2008 11:09 pm :
thank u very much der_ton, i'll try that out, just a question, if i try to select just my pistol in the imported mesh will it be a part of the mesh or still in seperate pieces, and does my geometry require same names as bones?



Doomguy87@Posted: Wed Oct 01, 2008 11:57 pm :
ok when i attached and animated my gun looked like it melted and the slide doesnt slide, it crumples up. i have no clue wat cuased this :?



6th Venom@Posted: Thu Oct 02, 2008 12:07 am :
A friendly advice, learn how work the "skin" modifier in your doc, or even over internet if you didn't understood the vanilla doc. :wink:

Der_ton explained that you got to:
1) import the D3 gun
2) place your gun right over the imported one
3) select the D3 gun mesh
4) select "editable mesh" in the stack, and click edit (faces or vertex for exemple)
5) click "attach" and select your custom gun
6) deselect any face/element/vertex
7) unclick "editable mesh"
8} modify the "skin" if needed (ex: deformations of your gun)
9) export... or whatever!

:D



Neurological@Posted: Sat Aug 23, 2008 6:19 pm :
I have a question for who know how to use a new custom weapons but using the standard d3 animations.

I've created a pistol for replace the standard D3 one, now when I'm going to cancel the d3 original mesh of the pistol (editing the mesh and selecting the element to delete), the skin bones are messed up, or in other words are not connected each other and the envelopes are no more the same.
I've attacched the new gun to the hands mesh and then imported all the bones to the skin. But if I try to import it on D3, it says the joints differ from the animations, so I've to redo all the animations and envelope the bones from skratch.

In the mod FMJ I see the developers have changed only the guns meshes but the model still use the d3 animations.

There is a way to keep the bones attacched each other without redo the skin from the beginning?

Thanks in advance.

PS: I'm using 3dsmax 8.



Brain Trepaning@Posted: Sat Aug 23, 2008 6:23 pm :
all the anims may need to be re-exported as well to match the bones, though others have a solution I forget.

Also, try making the pistol NODRAW and just add in your mesh instead of deleting the pistol.

edit: oh, wait, you're talking about Doom 33, I'm not too familiar with that :wink:



Neurological@Posted: Sat Aug 23, 2008 6:42 pm :
ahah sorry typo ftw. Thanks for the tips. So all I need is to load up the mesh making the changes I need and then import all the d3 animations and again reexport them?



Brain Trepaning@Posted: Sat Aug 23, 2008 6:48 pm :
yes, that is correct.



Brain Trepaning@Posted: Sat Aug 23, 2008 6:51 pm :
Doom 33 gameplay includes bocce ball and the Hell Knight soiling himself.



Neurological@Posted: Sat Aug 23, 2008 6:58 pm :
I tried now, but the model stretch all over the place. Enveloping is inevitable?



Kristus@Posted: Sat Aug 23, 2008 7:35 pm :
Are you using 3d studio for this?
Either way, all you need to do is add the new pistol mesh over the old, and then delete the old pistol from the mesh.

Pull on the bones a a bit to make sure your pistol is correctly rigged... it's likely that other bones, than the pistol's assigned bone will claim some verticies and you don't want that. If the old animations doesn't work, it means you changed something on the rig.



6th Venom@Posted: Sat Aug 23, 2008 7:38 pm :
be sure to not check the "reorient bones" box when you import the pistol mesh too.



Kristus@Posted: Sat Aug 23, 2008 8:30 pm :
Meh, I never do that. I like it better when they stick out like handle bars. :p



6th Venom@Posted: Sat Aug 23, 2008 9:54 pm :
Yeah i'm sure you do not, but i said that for Neurological and his problem. :wink:

I really like unoriented bones too, they make my days! :D



Kristus@Posted: Sun Aug 24, 2008 1:24 am :
Worth to mention though, that if he does that. He has to do it again when he exports it back.



Doomguy87@Posted: Mon Sep 29, 2008 2:18 am :
can i change the position of the hands so that both hands hold the gun through most of the anims?
EDIT: i attached all the peices of gun then attached it to the viewpistol mesh but only the bones move, none of the geometry :?



bashport@Posted: Mon Sep 29, 2008 12:17 pm :
Brain Trepaning wrote:
edit: oh, wait, you're talking about Doom 33, I'm not too familiar with that :wink:



bruahaha!

definitely a nice one! :mrgreen:

(sorry for spamming guys - but that just made my day)



Doomguy87@Posted: Wed Oct 01, 2008 1:16 am :
anyone?



Doomguy87@Posted: Wed Oct 01, 2008 10:09 pm :
ok nvm i know wat i did, i didnt attach the skin modifier to all the bones but now the left arm looks retarted and i cant seemm to figure out how to attach my gun to the hands so that it is all 1 mesh. i really need some help with this, i've been trying for 2 days now and its driving me crazy.



der_ton@Posted: Wed Oct 01, 2008 10:21 pm :
Attaching additional geometry to the animated imported md5mesh works like this:
Select the imported object (the one that is already moving with the bones), go into mesh edit mode (select "Editable Mesh" in the modifiers stack), activate the "Attach" button in the panel below, then click the object you want to attach, done! If you move the time slider while you are still in mesh editing mode, only the skeleton will move, but if you leave this mode (by clicking the skin modifier, or by deselecting everything by clicking into empty space in the viewport) then you'll see the attached object moving with the bones. That is, if it is bound to any bones. After attaching it is automatically skinned to the nearest bones, but you can change this to whatever you like, like rigid skinning in the case of a pistol. To learn about skinning you better consult the extensive and excellent documentation that comes with 3dsmax.



der_ton@Posted: Wed Oct 01, 2008 10:34 pm :
By the way, if attaching objects continues to give you trouble then Berserker's exporter might be another option: viewtopic.php?t=4618



Doomguy87@Posted: Wed Oct 01, 2008 11:09 pm :
thank u very much der_ton, i'll try that out, just a question, if i try to select just my pistol in the imported mesh will it be a part of the mesh or still in seperate pieces, and does my geometry require same names as bones?



Doomguy87@Posted: Wed Oct 01, 2008 11:57 pm :
ok when i attached and animated my gun looked like it melted and the slide doesnt slide, it crumples up. i have no clue wat cuased this :?



6th Venom@Posted: Thu Oct 02, 2008 12:07 am :
A friendly advice, learn how work the "skin" modifier in your doc, or even over internet if you didn't understood the vanilla doc. :wink:

Der_ton explained that you got to:
1) import the D3 gun
2) place your gun right over the imported one
3) select the D3 gun mesh
4) select "editable mesh" in the stack, and click edit (faces or vertex for exemple)
5) click "attach" and select your custom gun
6) deselect any face/element/vertex
7) unclick "editable mesh"
8} modify the "skin" if needed (ex: deformations of your gun)
9) export... or whatever!

:D



Doomguy87@Posted: Thu Oct 02, 2008 12:28 am :
thank u , and also to all who help. i hope i dont seem like a burden but i am trying hard to get the hang of this so thanks to all who put up with my constant problems :D



Doomguy87@Posted: Thu Oct 02, 2008 3:33 am :
ok one last thing. i dont know how i screwed this up but the XYZ cursor isnt there when i select an object. i can move them freely but not just in one direction. i never touched the configuration at all. wtf?

EDIT: NVM...i pressed the x button and didnt know it :lol:



der_ton@Posted: Thu Oct 02, 2008 9:14 am :
Doomguy87 wrote:
if i try to select just my pistol in the imported mesh will it be a part of the mesh or still in seperate pieces, and does my geometry require same names as bones?

In mesh editing mode you can ofcourse select just the triangles that belong to your pistol and manipulate them, but it will always be part of the mesh as long as you don't tell 3dsmax to create a separate object. The name of your mesh object is not relevant and doesn't need to have the name of a bone. How you control the relationship between the mesh and the bones leads to the next question.
Doomguy87 wrote:
ok when i attached and animated my gun looked like it melted and the slide doesnt slide, it crumples up. i have no clue wat cuased this :?

That apparently was the "skinning" assignment that got made automatically when you attached the gun geometry to the already skinned object. The word "skinning" is not texturing in this context, but defining the relationship between the mesh and the bones, it controls for every vertex which bones are having an influence on this vertex when they move. Some keywords to look for when you search for tutorials on the web or in 3dsmax help is "skin modifier" and "deformation", also look for "rigid" skinning because the gun shouldn't behave like skin on a skeleton but like a rigid, inflexible body, which means a vertex is not influenced by more than one bone, and all vertices in a rigid part of your gun are influenced by the same bone. If you want to animate parts of your gun that were not there in the original skeleton, you will have to create new bones and ofcourse you'll have to export new animations for that changed skeleton.



Doomguy87@Posted: Thu Oct 02, 2008 9:05 pm :
ok i imported the pistolview.md5mesh and i replaced the gun with mine and did some wieght painting. then i went to export and i used ur exporter der_ton (MD5.MAX.Exporter.For.Skin.Modifier.mzp) . i chose to export both (mesh and anim) and then added the viewpistol mesh and i got and error saying "Unknown property: "Name" in undefined. this was the highlighted text in the error log: if ((findBoneByName boneList b.name) != 0) or (b == rootBone) do. then when i imported my model the first time it said "Error: tried to load deleted object". so i deleted that md5 mesh, exported another and the same export error, only when i import this model, no error but nothing is there after import. can u help, u know more about ur importer\exporter than i do. :mrgreen: btw thanks for putting up with me. :lol:



Doomguy87@Posted: Sun Oct 05, 2008 2:24 am :
nvm, i found ur better importer, guess i jumped the gun a little, thanks all for the help,. i may be back for other problems on getting it in game but so far im good, thanks a bunch :D:D:D



Doomguy87@Posted: Sun Oct 05, 2008 3:25 am :
ok model is in game but its all black, so was i supposed to texture this thing before i put it ingame?



Neurological@Posted: Sun Oct 05, 2008 3:55 am :
before you attach the new weapon to the hands mesh you have to uvmap and texture the model.



Doomguy87@Posted: Sun Oct 05, 2008 4:07 am :
AHHHH PISS, thank u i'll give 'er another go. i do want to keep the same textures as the pistol, so do i just uvw map or do i have to give it a custom texture?



Doomguy87@Posted: Sun Oct 05, 2008 5:58 am :
ok gun is textured but its transparent. might have something to do with UVW mapping, but i dont want it all fucked up, but i'll give it a shot.



der_ton@Posted: Sun Oct 05, 2008 10:22 am :
It is probably a problem with your material declaration. If you are using the same material on the pistol as the vanilla game pistol, then the shader in the md5mesh file should be the same. After exporting the .md5mesh file, open it with a text editor and search for the lines with the "shader" keyword. Do the same with the vanilla pistol md5mesh file and check if something is wrong.



Doomguy87@Posted: Sun Oct 05, 2008 6:51 pm :
yea the i should make an .mtr decl with the pistol textures and keep the ones from the mesh i made the same, cuz when i looked at the text the pistols shader was: models\weapons\pistol (something like that, i cant remeber exactly but it was the default). also i replaced the vanilla pistol directly.



Neurological@Posted: Mon Oct 06, 2008 12:11 am :
if you replaced the pistol directly you should have also another shader of the new weapon. Search better on the md5 there are 4 shaders by default on pistol: pistol, arms, and two muzzleflashes.

Also, have you assigned a material to your pistol model before attaching it to the d3 one?



Doomguy87@Posted: Mon Oct 06, 2008 1:30 am :
Quote:
if you replaced the pistol directly you should have also another shader of the new weapon. Search better on the md5 there are 4 shaders by default on pistol: pistol, arms, and two muzzleflashes.

Also, have you assigned a material to your pistol model before attaching it to the d3 one?


can u please explain this a little better to me. modelling is new to me. also my exported md5. has no text when i open it in notepad. :?



der_ton@Posted: Mon Oct 06, 2008 8:03 am :
More info please. What's the size of the file? Or do you mean instead of text it has only long lists with numbers? That's ok then, for a computer this is text alright.
You seem to be a beginner with computers. I recommend you switch your explorer to details view (with filesize and date and so on) and you turn on display of filename extensions.



Neurological@Posted: Mon Oct 06, 2008 12:05 pm :
Whn you open the md5mesh with notepad you should see a series of numbers. down to them there is the shader name. This name points to the material needed for the texture. The standard pistol is composed of four meshes:

pistol (subdivided in other meshes using the same shader)
arms
and two muzzleflashes

Open the md5mesh with notepad or other text editors and do a search inside it, just search for: shader

You should have these shaders:

shader "models/weapons/pistol/pistol"

shader "models/characters/player/arm2"

"models/weapons/pistol/pistol_mflash"

"models/weapons/pistol/pistol_mflash2"

Now if you have replaced the entire pistol of doom 3 the shader "models/weapons/pistol/pistol" is no more in there, but you'll have a new one with the name you used on the material in Max. Take a look on Brian Trepaning tuts for see how md5 works.



Doomguy87@Posted: Mon Oct 06, 2008 11:11 pm :
der_ton wrote:
More info please. What's the size of the file? Or do you mean instead of text it has only long lists with numbers? That's ok then, for a computer this is text alright.
You seem to be a beginner with computers. I recommend you switch your explorer to details view (with filesize and date and so on) and you turn on display of filename extensions.


yes, there are some things i do know but this stuff is new to me. file size is 0KB and there is NO NUMBERS OR TEXT WHATSOEVER IN THE md5.mesh file.



Doomguy87@Posted: Thu Oct 09, 2008 9:03 pm :
[quote="Neurological"]Whn you open the md5mesh with notepad you should see a series of numbers. down to them there is the shader name. This name points to the material needed for the texture. The standard pistol is composed of four meshes:

pistol (subdivided in other meshes using the same shader)
arms
and two muzzleflashes

Open the md5mesh with notepad or other text editors and do a search inside it, just search for: shader

You should have these shaders:

shader "models/weapons/pistol/pistol"

shader "models/characters/player/arm2"

"models/weapons/pistol/pistol_mflash"

"models/weapons/pistol/pistol_mflash2"


EDIT: ok still no text in my exported md5 mesh, i have no clue wats going, is it a problem with der_ton's exporter?
EDIT: wtf now text is there. ok this seems completely random but thank God. im gonna try out this thing with the shader. should i replace the shader in .pk4 or maybe try it another way?i'll try but i dont know how to get the .mtr to reference it. i dont whether to put it in the .pk4 somewhere or use my materials folder. i'll keep trying differnt ways. thanks for the help everyone. if this is going on the net ur all getting a special mention for putting up with my not knowing. :D



Neurological@Posted: Sat Oct 25, 2008 3:33 pm :
md5 of 0kb happen when the model isn't exported correctly, as for the material you have to make your own if you created a custom texture, and then write the shader name.

For example you have this material:

Code:
mypistol
{

        qer_editorimage      models/weapons/mypistol/pistol_d.tga
        specularmap             models/weapons/mypistol/pistol_s.tga
        bumpmap                 models/weapons/mypistol/pistol_local.tga
        diffusemap      models/weapons/mypistol/pistol_d.tga

}


On the shader of the md5 you have to write just "mypistol" as you see is the header of the material. And don't replace origina assets of D3, just make a copy to see as reference and put on your own mod folder or your own pk4.