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User avatar   Trainee TraineeMember since: 15.06.2008, 01:09Posts: 138 Likes: 0
 

 Post Topic: Need Help
PostPosted 15.09.2009, 22:34 
Im still have a hard time getting this in-game. Every time I import it into the Editor it says fail. It just shows up as a yellowish orange ball thing????


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Some of my work
Nomad "Jake Dunn"
Female Nanosuit

User avatar   Uber Modder Uber ModderMember since: 20.06.2008, 22:31Posts: 1813Location: Austria Likes: 5
 

 Post Topic:
PostPosted 15.09.2009, 22:37 
Export it as cgf or chr and load it.
That should do it actually.
User avatar   Trainee TraineeMember since: 15.06.2008, 01:09Posts: 138 Likes: 0
 

 Post Topic:
PostPosted 15.09.2009, 22:40 
Quote:
Originally posted by Vert-X
Export it as cgf or chr and load it.
That should do it actually.


I did that! Im using the Blender plug in for crysis. I export it as a .cgf because thats my only option .chr isnt a choice for me.


~~~~~~~~~~~~~~~~~~~~~~~~~
Some of my work
Nomad "Jake Dunn"
Female Nanosuit
User avatar   Trainee TraineeMember since: 15.06.2008, 01:09Posts: 138 Likes: 0
 

 Post Topic:
PostPosted 16.09.2009, 03:33 
anyone?


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Some of my work
Nomad "Jake Dunn"
Female Nanosuit
User avatar   Crytek Staff Member Crytek Staff MemberMember since: 02.01.2008, 00:37Posts: 1736Location: British, working at Crytek Frankfurt HQ Likes: 3
 

 Post Topic:
PostPosted 16.09.2009, 03:54 
You need to export it as an .obj then import into 3dstudio max... then you need to skin your mesh to the SDK character... You will need to know how to weight the vertexes properly so it looks decent.

I could skin it and get it ingame, but I'm not too good at mesh weighting, so it might not look very good...


Joe Garth - Crytek Cinematics Artist

User avatar   Skilled Modder Skilled ModderMember since: 14.03.2008, 22:21Posts: 792Location: Georgia Likes: 0
 

 Post Topic:
PostPosted 16.09.2009, 03:58 
Looks awesome. But Nomad needs to lay off the donuts LOL!


Image

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User avatar   Trainee TraineeMember since: 15.06.2008, 01:09Posts: 138 Likes: 0
 

 Post Topic:
PostPosted 16.09.2009, 04:02 
Quote:
Originally posted by Havoksage
You need to export it as an .obj then import into 3dstudio max... then you need to skin your mesh to the SDK character... You will need to know how to weight the vertexes properly so it looks decent.

I could skin it and get it ingame, but I'm not too good at mesh weighting, so it might not look very good...


Its worth a shot right lol


~~~~~~~~~~~~~~~~~~~~~~~~~
Some of my work
Nomad "Jake Dunn"
Female Nanosuit
User avatar   Crytek Staff Member Crytek Staff MemberMember since: 02.01.2008, 00:37Posts: 1736Location: British, working at Crytek Frankfurt HQ Likes: 3
 

 Post Topic:
PostPosted 16.09.2009, 04:44 
Quote:
Originally posted by Tmarsh388
Quote:
Originally posted by Havoksage
You need to export it as an .obj then import into 3dstudio max... then you need to skin your mesh to the SDK character... You will need to know how to weight the vertexes properly so it looks decent.

I could skin it and get it ingame, but I'm not too good at mesh weighting, so it might not look very good...


Its worth a shot right lol


lol... yes it is. I may be able to get someone on my mod team to weight it... either way I can get it ingame.


Joe Garth - Crytek Cinematics Artist

User avatar   Trainee TraineeMember since: 15.06.2008, 01:09Posts: 138 Likes: 0
 

 Post Topic:
PostPosted 16.09.2009, 06:01 
Quote:
Originally posted by Havoksage
Quote:
Originally posted by Tmarsh388
Quote:
Originally posted by Havoksage
You need to export it as an .obj then import into 3dstudio max... then you need to skin your mesh to the SDK character... You will need to know how to weight the vertexes properly so it looks decent.

I could skin it and get it ingame, but I'm not too good at mesh weighting, so it might not look very good...


Its worth a shot right lol


lol... yes it is. I may be able to get someone on my mod team to weight it... either way I can get it ingame.



Keep me up to date on progress and thanks again!


~~~~~~~~~~~~~~~~~~~~~~~~~
Some of my work
Nomad "Jake Dunn"
Female Nanosuit
User avatar   Trainee TraineeMember since: 15.06.2008, 01:09Posts: 138 Likes: 0
 

 Post Topic:
PostPosted 30.01.2010, 01:09 
still need help with this one


~~~~~~~~~~~~~~~~~~~~~~~~~
Some of my work
Nomad "Jake Dunn"
Female Nanosuit
User avatar   Beginner BeginnerMember since: 07.02.2010, 10:22Posts: 33Location: USS Constitution Likes: 0
 

 Post Topic:
PostPosted 07.02.2010, 12:32 
Hey,I am very interested in yor N2 model,and,I was thinking I could help ya find a Weigher/skinner/importer for ya if you can give me the model to examine it!
User avatar   Skilled Modder Skilled ModderMember since: 07.10.2008, 08:33Posts: 716Location: Australia Likes: 0
 

 Post Topic:
PostPosted 09.04.2010, 15:34 
This looks really awesome! Any word on when it will be released?

Have you got it rigged and setup in game yet either?

Keep it up though.


Image
User avatar   THE Shader Guy THE Shader GuyMember since: 11.09.2008, 21:08Posts: 3047Location: Frankfurt Likes: 47
 

 Post Topic:
PostPosted 09.04.2010, 15:40 
It looks fantastic :D

I would definitely do the rigging and all that, but my exporter is being a pain and won't properly export working player characters.




Last edited by Cry-Styves on 09.04.2010, 15:45, edited 1 time in total.
User avatar   24/7 Modder 24/7 ModderMember since: 16.12.2007, 16:07Posts: 4713Location: Finland Likes: 12
 

 Post Topic:
PostPosted 09.04.2010, 19:08 
export as cgf, move the cgf to your mod directory, load your mod (-mod yourmod in editor shortcut) open editor, place model.

youll also need to make a material for it


http://www.TriangulateMesh.com
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User avatar   Trainee TraineeMember since: 16.01.2010, 19:58Posts: 187Location: Man Cave Likes: 0
 

 Post Topic:
PostPosted 12.04.2010, 01:50 
amazing, looked even cooler after you textured it.


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