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W3x files


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#1 Umbrella Secrets

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Posted 23 November 2010 - 21:03

I'm doing a powerplant for my mod army and I'm really confused of what is what. Here are my files that I have so far.

AST_Powerplant.w3x
AST_Powerplant_D1.w3x
AST_Powerplant_ABLD
AST_Powerplant_SKL

Texture files.
AST_Powerplant_D.tga
AST_Powerplant_N.tga
AST_Powerplant_S.tga
AST_Powerplant_R.tga
AST_Powerplant_H.tga
AST_Powerplant_L.tga

AST_Powerplant_D1.tga
AST_Powerplant_N1.tga
AST_Powerplant_S1.tga
AST_Powerplant_R1.tga
AST_Powerplant_H1.tga

I'm not sure what to do from here on? What would be my skeleton model? What are my animation files? AST_Powerplant_ABLD is saved as both hierarchical and animation model. Any help would be appericative. :cool:

Edited by Umbrella Secrets, 23 November 2010 - 21:04.

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#2 Golan

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Posted 23 November 2010 - 23:13

Erm, if you created the files you should know what you put into them. oO

If your ABLD file has been exported as a hierarchical animated model including the base pose and you only have this single animation then you don't need any other file. It already has the mesh data, the skeleton ("hierarchy") and animation.

Edited by Golan, 23 November 2010 - 23:14.

Now go out and procreate. IN THE NAME OF DOOM!

#3 Umbrella Secrets

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Posted 23 November 2010 - 23:21

What if I'm adding new bones to my building, like a damage animation and have the pieces falling off etc... Would I use the same skeleton as I exported on the building pose which is the file that I exported has no bones only an OBBox? (file AST_Powerplant) Then I add more bones for a build up animation (AST_Powerplant_ABLD) would I use the same skeleton?

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Erm, if you created the files you should know what you put into them. oO


lol, I meant how would everything be organized.

Edit: I see now from studying EA's NOD Conyard and they did a skeleton for each animation and they add physics (RB Collection) to their models for a damage state.

Edited by Umbrella Secrets, 24 November 2010 - 01:52.

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