RavenX RavenX

60 Days Later: Art Package for Modders to use (content for use by Modders)

60 Days Later: Art Package for Modders to use (content for use by Modders)

Hmmm

I'm looking at the beta and released schedule and I notice that Frogboy's first serious Mod and a Art Package for modders both hit us 60 Days after release. I was wondering if there's maybe a small sliver of hope that we could get those at launch, or maybe the parts of it you'll have done by launch? Please, Pretty Please with me not fire-bombing your office on top, please!!! hehe J/K about the fire-bomb. I'd NEVER do that. You guys are the only GOOD Game Company left. You're lives must be prolonged as far as possible. Even if it means putting your heads in glass Jars and reanimating them Futurama Style. ;)

Seriously though, it would be Super Awesome to have extra Art assets to use as fast as possible. The other reason I ask for this as soon as possible is that I can see a lot of Modders having to go back and redo a Lot of work once new assets arrive. Of course those of us doing serious Mods will have to do updates and revisions no doubt anyway as gameplay is patched, but it would be really Really handy to have as many art assets as you could possibly cram into release in there as fast as humanly possible so we can start cranking out serious Mods.

I mean NO disrespect what-so-ever by asking, please Don't see it as such. I know you guys are busy and have a lot of other important stuff to worry about game-wise. I'm just trying to get as many assets as I think us Modders will need as soon as possible.

34,416 views 34 replies
Reply #26 Top

Can it work with Blender by change? That's what my modelers are using atm.

Reply #27 Top

http://img225.imageshack.us/img225/8223/elemental1283739332.jpg

Texture'd!

It's a UV map applied to a material. I'll see if I can skip most of the steps tomorrow and write up a quick how-to, for now I'm off to bed. Edit: The actual UV map is on the other side, but it's working at least.

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Reply #28 Top

Quoting Heavenfall, reply 25
In 3ds max 2010, after you've installed the kit from link above, open your model. Your menu should have "Havok Content Tools". Open it, go to export menu.

Set your screen up like this.

http://img704.imageshack.us/img704/2189/totallol.png

Then click Run Configuration. It should create a new file (same place as your current save location).

Interestingly enough, elemental seems to have no problem reading a straight up hkx file. But if you necessarily want to, you can just change the file ending to hkb.

 

Wow, I feel stupid now. I always assumed it would create it somewhere else. So I looked literally pretty much everywhere else without once thinking to look thereX|

Sadly, however, that doesn't end my problems. Now that I have the hkx, I can't get it to show up in game. How did you do it? I put my model in the Elemental/Gfx/HKB/props folder, then used the tile editor to create a tile with one object in it, opened the xml for that tile and replaced the object with my model, and then used the map editor to quickly find that tile and place it on a map. Either my model is so messed up orientation/size-wise that it is "underground" or too small to see, or I did something wrong.

Also, thanks a tonk1

Reply #29 Top

I created an item. More specifically a mount. Then I just put te hbx path where the old hkb path was.

I'm going to see what steps I can skip on the way to applying a skin now. Then I'll put up a how-to.

Edit: Well, it's just using the normal tools of 3ds max so if you've even remotely looked at it before you know how to.

Open a fresh material in the material editor, click the diffuse map button

http://img14.imageshack.us/img14/7530/diffusemap.png

Select a bitmap. Apply the material to whatever object you want it for. Copy the skin file over to your elemental directory wherever you put your hbx file.

For UV mapping, google it. It works.

Reply #30 Top

Maybe we should move this topic to the modding section. I actually thought it was there already. Anyone have any connections that might be capable of such a feat?

Reply #31 Top

Quoting Heavenfall, reply 29
I created an item. More specifically a mount. Then I just put te hbx path where the old hkb path was.

I'm going to see what steps I can skip on the way to applying a skin now. Then I'll put up a how-to.

Edit: Well, it's just using the normal tools of 3ds max so if you've even remotely looked at it before you know how to.

Open a fresh material in the material editor, click the diffuse map button

http://img14.imageshack.us/img14/7530/diffusemap.png

Select a bitmap. Apply the material to whatever object you want it for. Copy the skin file over to your elemental directory wherever you put your hbx file.

For UV mapping, google it. It works.

Thanks for the info:thumbsup: I'll try that soon.

Also, in regards to moving the topic, the OP (Raven in this case) should be able to move it himself without pulling any strings. He should be able to edit the OP, and at the top there is a "catergory" section, he should be able to just change the catergory and the whole thread will move.

EDIT: Success! I ended up just overwriting an existing mesh (the catapult in this case), as nothing else seemed to want to work.

Reply #32 Top

Quoting kyogre12, reply 31

Also, in regards to moving the topic, the OP (Raven in this case) should be able to move it himself without pulling any strings. He should be able to edit the OP, and at the top there is a "catergory" section, he should be able to just change the catergory and the whole thread will move.

Is that a move request? I can try if you guys want, I don't mind.

Reply #33 Top

Just feels like it belongs in the mod forum heh.

Reply #34 Top

Quoting Heavenfall, reply 33
Just feels like it belongs in the mod forum heh.

Moved ;)

I had it in the General Forums because I was hoping this post would have gotten some Dev love before now, but I guess not.