Editing German model
08-28-2007, 10:52 AM
I've been editing the German model lately, wanted to make a Winter styled model (with jacket or maybe a rob-like cover, hood, different pouches, different boots). I've been messing around with it and noticed that many points on model were not connected with each other, so I found myself welding the points up and down the model. Should this sort of thing happen after decompiling a model, and if so, what should I do about it?
08-28-2007, 11:01 AM
The triangles in SMD files are not welded by default, their just listed individually. The compiler re-connects them at compile time.
If your 3D app is showing the points unwelded then whatever plugin, etc. it uses to import SMD is not re-organising the SMD data into a single mesh. This is actually the reason I haven't yet written a SMD importer for Max 9 as the re-construction of the mesh is a laborious bit of code to write.
My guess is it sounds like you're using the old Maxscript SMD Importer. You'll have to re-weld all your points which, if you're using Max, will destroy your skin modifier so you'll have to re-rig you're character afterwards.
08-28-2007, 11:07 AM
Well I'm using the new XSI 6 Mod Tool, importing with the ValveSource SMD Importer. Though when I had 4.2 it would do the same thing so it's probably the ValveSource plugin thats causing the problem. (I think...) :confused:
08-28-2007, 11:51 AM
yeah I guess it's not rebuilding the SMD as a solid mesh.
08-28-2007, 04:46 PM
Ugh, well I guess I'll start welding all of them. Thanks for the help Jed.
i carefully worked the points so that they don't become unwelded. i actually had to move both sides of the body individually rather than using mirror. all that work for nothing
08-28-2007, 09:29 PM
"all that work for nothing"
(really killed urge to keep editing model) Really wish you could just edit the model it, skin it, compile it, and be done with it. Hope there is a solution to this. Though I wonder how Rus_Ivan edited the models (hopefully with ease). His models look very good from editing the Allied model. (pretty sure he did)
08-28-2007, 10:17 PM
I added two lower pockets, lengthened the end of the sleeves, lengthened the pants (still working on them), and made a head cover-thing.
Still want to make a hood on the back of jacket, and maybe a few other things.
Look at head cover.
08-29-2007, 08:16 PM
Also, Jed I wonder if you can help me here again.
I was going to make gloves out of the hands, preferably these:
The thumb and pointer finger are separate, but the last three are together and was wondering if the there would be problems connecting them. (EX: Finger movement during animations.)
Woo that looks nice, looks like you're going for winter stuff.
08-29-2007, 09:35 PM
Thanks 213. Ya I'm going for a winter look. Though, surprisingly enough, it;s hard to find ref pics. I'm pretty much getting reference from little WW2 toys lol. Just ned to finish the hood and maybe do the gloves.
also, do you add anything or do you just move the points around? how do you add points and stuff?
08-30-2007, 03:49 PM
I'm trying not to add stuff completely separate from the models, because I don't want to make it harder for someone(if they want) to UV map /skin it. Though I add stuff on the model by duplicating polygons on the mesh. I did that for the 2 bottom pockets. I'll do the same for the hood. Nothings getting done though because of school. I'll try it right now.
08-30-2007, 10:33 PM
Well, I guess I'm done. I connected the fingers to make winter gloves(I guess), did the hood and connected-the-dots(points).
08-31-2007, 02:03 AM
Oops sorry for the later reply. Trying to get something done to be demo'd at the Austin Game Developers Conference so I haven't had much time to check the forums.
You can merge vertices together to make a mitten no problem You'll probably just want to assigned the part with three fingers together to the ring finger bones rather than the three seperate fingers. It should still animate ok.
08-31-2007, 09:49 PM
Well I just finished merging every point, though I feel there is no real major difference from the original model to my winter one. If anybody has some suggestions on stuff to add/take away I would greatly appreciate it.
09-04-2007, 09:03 PM
hey happy, how's the progress? it's bout time we get some new characters to look at.
09-11-2007, 11:58 AM
german ankle boots with cloth gaiters would be nice.. no tunic.. have a smock or somat like that
09-27-2007, 10:02 AM
so is this still goin or is it dead?
09-27-2007, 01:58 PM
Sorry for not posting, I've just been in no mood to model anything, but I am working on it right now. I looked at those gaitors and have seen them on German soldiers during the winter. I'm pretty sure I'll add those but I just thing it still looks a little bland, or that nothing has really changed. I'll try and post an image of the model, maybe tonight.
10-04-2007, 10:24 PM
Was going to finish my Germna Winter model right now, when I opened XSI up it had me download an update, did so, restarted comp. Open XSI up and ALL my scenes have been deleted. Which means I will have to start the Germ modification all over again. YAY! I'm real sorry guys.
10-05-2007, 06:52 AM
oops thats a pee take!
take alook at that :)
here you wanna work on this model? the lods for the player model seems messed up. the helmet lods seem fine though.
Day of Defeat Forum Archive created by Neil Jedrzejewski
This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.