Product Chat / Import object 3ds max

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imothep85
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Posted: 17th Jul 2016 12:05
hi
i created a new sword in 3ds max
i import the sword into game guru witj every file, i put the files in the folder weapons
for the property i selected weapon.lua
but when i take the sword THEN i see nothing!!!

synchromesh
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Posted: 17th Jul 2016 12:22
It doesn't quite work like that.... A sword as an actual weapon as apposed to a model would still need rigging, hands etc I'm guessing
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imothep85
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Posted: 17th Jul 2016 14:07 Edited at: 17th Jul 2016 14:08
yeah but for example i work like this
i import a weapon from game guru to 3ds max, and then i create a new weapon with the right scale.
the problem is, when i import a x model inside 3ds max i see the weapon, like a sword for example, but not the animated hands!!!
so how can i work if i can't see the full model from GG.
Pirate Myke
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Posted: 17th Jul 2016 14:32
you need to import the HUD file from the weapon you are wanting to change.

They are located in this folder.

Example for SquvKnife:
Game Guru\Files\gamecore\guns\medieval\SquvKnife\HUD.x

This file has the hands and the weapon together.
Looks like you imported the weapon pickup only from the entitybank/weapons folder.
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imothep85
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Posted: 17th Jul 2016 14:51
i tried again but found no solution.
i can't create the hands and animations if i can't see the GG model of the hands :s
imothep85
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Posted: 17th Jul 2016 14:51
thanks im going to try that
imothep85
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Posted: 17th Jul 2016 15:31 Edited at: 17th Jul 2016 15:42
well im trying but its hard to make X files working exported from 3ds max to GG
i import the hud in 3ds max and i add my sword


but when i export i see nothing, i did the same as the sword hud folder.

its really hard to work with 3dsmax & GG
lots of incompatibilities!!

for static objects it works, but for animated models.......my god do something (like finish the fbx import maybe)
Pirate Myke
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Posted: 17th Jul 2016 15:38
Are you getting animation in 3dsmax now with the HUD file?
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imothep85
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Posted: 17th Jul 2016 15:42 Edited at: 17th Jul 2016 15:43
no i just see two frames
frame0 sword is at the left hand
frame1 sword is at the right hand
Pirate Myke
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Posted: 17th Jul 2016 15:47
Select all objects then in the time line stretch out the animations to the length of the highest animation in the gunspec.txt file.
Max's x file importer has an issue with importing the right frames number and compresses all the animation into 2 frames.

Attached below is a HUD I made a while ago and can be used as a template.

Warning!!! Trial and error learning about to begin.
I can not send the textures as they were for another project I did for a client.

But this should get you going better.
These arms are from Fletchers arms from Classic FPSC.
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imothep85
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Posted: 17th Jul 2016 15:53
i cant open your max file im using 3ds max 2014
Pirate Myke
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Posted: 17th Jul 2016 15:57
ok. Try the one below then.

You will need to switch out this weapon for sure. This is from Max 2013
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imothep85
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Posted: 17th Jul 2016 16:00 Edited at: 17th Jul 2016 16:20
i see your animated hand with a mass but i see no keyframes :s
have you tried your model under GG?

i can see your model under GG but animations are not working correctly something is wrong.
Also i can only see your hand with the mass in GG if i use take a sword from gg, when i put mine and try to take my sword, it doesn't load your hand+mass model.
Pirate Myke
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Posted: 17th Jul 2016 16:49 Edited at: 17th Jul 2016 16:55
Yes this works in Game Guru.
it is the way your exporting it then.
What settings are you using on the export?

You will need to remap the UV's for the textures you want to use. Also you will need to adjust the animations in the gunspec file you are using to match the ones from the example I sent. They are not standard GameGuru animations. The pass you are referring to is a post card.

Also keep in mind that you will break the rig is you just delete the original weapon from the arms. It has to be unskinned then unlinked then removed. Then you attach your weapon to the rig using the dummy objects.

You are going to spend some learning time on this. It will not be instant gratifications.

You will need to become familiar with the rigging, animation and texturing process.

Study the folder and see how things are uses in the weapons folder.

Must go to work now. Will check back later.
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imothep85
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Posted: 17th Jul 2016 17:06 Edited at: 17th Jul 2016 17:07
about that i know
this is a sample from my work
http://mattepainting.be/animation.html

its the way we use/share X files between 3ds max and GG who is hard to understand.
Belidos
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Posted: 17th Jul 2016 17:18
I'm just guessing but it's the way you export X files from Max that you are getting wrong by the sounds of it, nothing to do with GG, getting an X file into GG is simple as it could ever be, and would be no different if we used .FBX instead.

It sounds to me that if you're not getting animations in your X models that you haven't ticked the animation boxes and selected the frames to export in Max, or done something else wrong in Max.

You'd be having the same issue if the format we use din GG was FBX, because exporting a .X file from Max is almost exactly the same as exporting a .FBX file, and importing an .FBX into GameGuru would not be any different to how we currently import a .X file.

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imothep85
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Posted: 17th Jul 2016 17:28 Edited at: 17th Jul 2016 17:29
i see your hand model when i collect my sword in GG, but how to add the correct values to gunspec.txt:

;HUD animation frames list

keyframe ratio = 1
select = 1,35
Idle = 36,59
Move = 62,89
start fire = 91,104
end fire = 105,123
putaway = 124,155

for your hand animation???
Pirate Myke
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Posted: 17th Jul 2016 18:18 Edited at: 17th Jul 2016 18:19
Nice stuff.

Are you using this exporter by chance? The guy that made this works with Game Guru and Classic. Mark Blosser or Bond1 and it works really great with Game Guru.

http://mjblosser.com/kw-x-port-for-3ds-max/

In all honesty it would be easier for you to rig a weapon HUD of your own. As far as animated stuff goes, it is the most forgiving.
Create a set of arms in Max with a texture you like. Create your weapon with the texture you like.
Combine the textures and remap the weapon to match the new combined textures.
For the bone, I use the biped and then move the eyes to 0,0,0 plane for the Camera view for Game Guru.
Adjust the biped for minimal bone with everything except the hands. Have them fully jointed for the weapons HUDS.

Doing this allows you to have full human movement constraints as you can adjust for all movements per type of weapon you are working with.
Make this rig so that you can change weapons by attaching the new weapon to a set of joining dummy objects. This prevents the rig of the weapon or the biped from breaking when you attach and detach weapons for other uses.

Make your own animation sequences for the weapon you choose to do.
Animation minimal requirements:
Select
walk
run
attack up to 3 can be used for melee weapons As stated above. (Add 1 and 2 after the next set. These are randomly fired off in the engine right now).
Example:
;fire = 525,531
start fire = 525,527
end fire = 528,531

;last fire = 534,543
last start fire = 534,536
last end fire = 537,543
Put away

You put the start and end frames of each into the gunspec file where you have listed above.

When you export your model. Select all of it and then export selected. Choose the KW export (one downloaded from Link above) one from file types and give it the name HUD.x
In the panel that comes up. Check export materials.
Uncheck export hidden.
Check export skinning.
Check Export animations.
Set the total number of frames.
Press ok.
Let it make the file and then open it in a x file viewer program and see if the animation exported.

That should get you going.

The Uzi has the most current gunspec file for all the possibilities of the weapons system.
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imothep85
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Posted: 17th Jul 2016 18:24
yes i use the same exporter in max

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