apemax Posted April 27, 2010 Share Posted April 27, 2010 i have been trying to figurer out how to give the RR's helmets. i know how to make the helmets but i'm not sure how to add them to the game. also would you need the .lws file as well as the .lwo file? any suggestions would help. Link to comment Share on other sites More sharing options...
McJobless Posted April 27, 2010 Share Posted April 27, 2010 I'd think that you would only edit the .lwo, because they are the actual "Object" files...but then again I'm not a modeler. If we get some progress on this though, I'm gonna do this for my Overhaul... Link to comment Share on other sites More sharing options...
Cyrem Posted April 27, 2010 Share Posted April 27, 2010 You would have to model the helmet and use the LWS file to fit it. The LWS makes up the 'scene'. The file brings together all the models into one for animation etc.. HOWEVER, the easiest option would be to change the head model and add the helmet. Link to comment Share on other sites More sharing options...
apemax Posted April 27, 2010 Author Share Posted April 27, 2010 so to texture it you would just apply the texture in blender and then put the texture in the pilot folder right? Link to comment Share on other sites More sharing options...
Cirevam Posted April 27, 2010 Share Posted April 27, 2010 Weeeeeeeell, that's the problem, we're not sure how to get full textures to stay on LWO5 models yet. Black and white are perfectly doable, but I don't think colours are possible unless I get Lair to try to hexedit a colour onto one of mine to test. Link to comment Share on other sites More sharing options...
apemax Posted April 27, 2010 Author Share Posted April 27, 2010 aah... ok so how would you make it black then? Link to comment Share on other sites More sharing options...
Cirevam Posted April 27, 2010 Share Posted April 27, 2010 From what I've seen, an embedded diffuse texture makes the model look black. See this picture for more info: I've never used Blender so I don't know how you would make an embedded texture with that program, but know that it can't be a picture file. You basically create a new material, turn up the diffuse lighting, and apply the material to the object you want. Link to comment Share on other sites More sharing options...
aLPHA Posted April 28, 2010 Share Posted April 28, 2010 Um...bad idea. I attempted to do just this but they turned into giant white and blue christmas trees. LWS might have a parameter that will only allow unit to be a certain hight. Or the object was elongated and the central head point was put somewhere else. Who knows... Link to comment Share on other sites More sharing options...
Lair Posted April 28, 2010 Share Posted April 28, 2010 Weeeeeeeell, that's the problem, we're not sure how to get full textures to stay on LWO5 models yet. Black and white are perfectly doable, but I don't think colours are possible unless I get Lair to try to hexedit a colour onto one of mine to test. From what I've seen, an embedded diffuse texture makes the model look black. See this picture for more info: never used Blender so I don't know how you would make an embedded texture with that program, but know that it can't be a picture file. You basically create a new material, turn up the diffuse lighting, and apply the material to the object you want. Well, some models have several different color fills... Link to comment Share on other sites More sharing options...
apemax Posted April 28, 2010 Author Share Posted April 28, 2010 would it show up if you didn't apply a texture? Link to comment Share on other sites More sharing options...
Cirevam Posted April 28, 2010 Share Posted April 28, 2010 From my research this is what you get when applying different textures and exporting with Milkshape: No applied texture = white Applied texture from file = superblack Embedded diffuse texture = shaded black Embedded ambient texture = shaded grey (sometimes white) Embedded specular texture = shaded grey (sometimes white) Embedded emissive texture = bright shaded white So yes, it would show up if you didn't apply anything at all. Link to comment Share on other sites More sharing options...
apemax Posted April 29, 2010 Author Share Posted April 29, 2010 I've been trying to get them to show up but i haven't been able to yet. I've replaced all the .lwo files that i can see that are to do with the head but it still does not show up. does it need to be in all of the head .lwo's? there is probably something really obvious that I'm missing so I've attached them to see if anyone else can get them to work. oh and they have been converted from ldraw. does that make any difference? https://ore.rockraidersunited.org/legacy/RRH_404644.zip Link to comment Share on other sites More sharing options...
Anonymouse Posted April 29, 2010 Share Posted April 29, 2010 oh and they have been converted from ldraw. does that make any difference? No, not really, the only problem it may cause is performance, because those models are high-poly. Link to comment Share on other sites More sharing options...
Cirevam Posted April 29, 2010 Share Posted April 29, 2010 Looks like your export settings are out of wack. In some of the other models a bunch of polys are completely missing. Try exporting as an OBJ or 3DS or something else, send it to me or one of the other modeler dudes, and we'll export it to see if it works. Link to comment Share on other sites More sharing options...
apemax Posted April 29, 2010 Author Share Posted April 29, 2010 that's weird it shows up all-right in blender. I've exported them to .3Ds. https://ore.rockraidersunited.org/legacy/RRH3DS_413626.zip Link to comment Share on other sites More sharing options...
Cirevam Posted April 29, 2010 Share Posted April 29, 2010 The same exact problem is happening with the 3DS files. Random faces getting inverted. This time it looks like none are completely missing and I could fix them if necessary, but geez, I can't figure out what the problem is. This weekend I'll try exporting a 3DS straight to LWO and seeing what happens. Link to comment Share on other sites More sharing options...
apemax Posted April 30, 2010 Author Share Posted April 30, 2010 ok. here's the original .lwo's of the helmet before being blendered so you can see if it is blender exporting them wrong or not. https://ore.rockraidersunited.org/legacy/RRHoriginal_269039.zip Link to comment Share on other sites More sharing options...
Cirevam Posted May 1, 2010 Share Posted May 1, 2010 When I open them in Lightwave, they look fine. If I export them to any format, they look messed up. If I import them into Milkshape, they look messed up. Where did you get this model anyways? It's completely screwy. I'll be able to fix it and get it back to you, but I need to know what spawned this creature. Link to comment Share on other sites More sharing options...
Anonymouse Posted May 1, 2010 Share Posted May 1, 2010 oh and they have been converted from ldraw. does that make any difference? Link to comment Share on other sites More sharing options...
apemax Posted May 2, 2010 Author Share Posted May 2, 2010 I used this program to convert them from .dat. (ldraw's format) Link to comment Share on other sites More sharing options...
Cirevam Posted May 2, 2010 Share Posted May 2, 2010 Regardless, I fixed them. I'll have to make up a face and stick it on the head then either learn hexediting to color it or get someone else to do it. Expect it sometime next week. Link to comment Share on other sites More sharing options...
apemax Posted May 3, 2010 Author Share Posted May 3, 2010 ok thanks. im going to do some experimenting with blender and .lwo files. thanks again. :) Link to comment Share on other sites More sharing options...
Cirevam Posted October 31, 2010 Share Posted October 31, 2010 PWNZOR did helmets first, but I'm using a slightly different method that allows you to change only the hat while keeping the head unchanged. The same goes for the pack. Link to comment Share on other sites More sharing options...
Sonic322 Posted October 31, 2010 Share Posted October 31, 2010 Helmets (either method) Backpacks Different colored arms. Is there anything we can't do to the Rock Raiders? This is a serious question, what can't we do to them? Link to comment Share on other sites More sharing options...
Cirevam Posted October 31, 2010 Share Posted October 31, 2010 We can't mod the AI very much and we can't add new activities from scratch. The PTL only handles a few things but at least it's there. Link to comment Share on other sites More sharing options...
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