i dont have a dds editor, and all i want to do is make siege tanks and siege breakers look more like little toys for my Z-conversion map "Ypsilon"
the problem is - i increased X, decreased Y and increased Z - now they look like i want, but not until the turret moves
when the turret moves it gets stretched and distorted and just looks plain wrong, so i guess there is no way to change that other than change the source model
what i would need is:
- siege tank model scale: x 0.8 / y 0.5 / z 1.0
- siege breaker model scale: x 0.8 / y 0.5 / z 1.0
- or someone links me to an easy free dds editor and ill do it myself :)
If you go into the data editor and then find the model you imported you will find Scale Maximum and Scale Minimum. if you change these values it will make the model bigger or smaller
Default values are x = 1
y = 1
z = 1
eg. changing all values to .5 would make the it 1/2 the size of the original model
that works with all units that dont have turrets, but the problem is the turret gets distorted when rotating when i use this method, thats why i cant use it for tanks
lets say the tank is facing up and the turret is facing right - the lenght axis of the turret will be X instead of Y and it will get stretched
if the turret rotates back down its lenght axis will be Y and it will get shorter
@happy: no, thats not correct, since the model for the tanks turret is actually included in the model
so if you change the scale of the model the tank turret itself will get shorter
but right now the tank turret stretches when it rotates since its axis change
its hard to describe really, just try it out if you dont get what i mean. take a unit with a turret, like the siege tank, make its x scale different from y, and watch it turn its turret when it fires
I think I understand what you're talking about, and if I do, you'll want to look for the turret actor and model in the data editor (it should actually be separate and created using actor events, if it's anything like normal turrets) and uncheck any scale flags in Accepted Property Transfers, then set the minimum/maximum scale value on the model data tab to the same scale that you want the tank at. That should allow it to scale independently of the unit it becomes attached to.
It's not an easy change in the model because what you're asking for is a model change AFTER animations were applied.
Changing the scale of the model breaks the rig and animations. Scaling the rig simply does the same as what the editor is doing, skewing animations.
You would need to have someone detach the mesh, do the scale changes to the mesh, then re-rig it to the skeleton (which would be out of proportion) and hope it works. This is not a simple or practical task.
I'm not sure I understand what's meant by root node, my only 3d "modeling" experience is working with CAD/Inventor, which is worlds apart from animation-type modeling. Could you briefly explain/link literature on root node scaling? I haven't bumped into anything in the editor about it, but it sounds useful.
The turret being part of the model and not a turret entity/model attachment makes sense at least, since I wasn't able to find the science vessel's spinning dish, either... I'd assumed it was a turret entity. :\
Can anyone please tell me of x y and z which makes it go out and which makes it go up etc? im fiddling with models for my new map but i cant seem to figure it out.
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i dont have a dds editor, and all i want to do is make siege tanks and siege breakers look more like little toys for my Z-conversion map "Ypsilon"
the problem is - i increased X, decreased Y and increased Z - now they look like i want, but not until the turret moves
when the turret moves it gets stretched and distorted and just looks plain wrong, so i guess there is no way to change that other than change the source model
what i would need is:
- siege tank model scale: x 0.8 / y 0.5 / z 1.0
- siege breaker model scale: x 0.8 / y 0.5 / z 1.0
- or someone links me to an easy free dds editor and ill do it myself :)
@summerloud: Go
there should be a way to scale down the models easily in the editor...
because trust me you don't want to resize models in max once they have already been weighed skinned and rigged.
hopping someone has the answers yor looking for, but trust me you don't want to scale something in max with a rig O.o scary stuff.
@summerloud:
Hey summerloud,
If you go into the data editor and then find the model you imported you will find Scale Maximum and Scale Minimum. if you change these values it will make the model bigger or smaller
Default values are x = 1
y = 1
z = 1
eg. changing all values to .5 would make the it 1/2 the size of the original model
@komodo1138: Go
The problem is that he doesn't want to keep a uniform X/Y/Z.
@twentythemage:
he just has to input the numbers he wants. i was just using that one as an example
that works with all units that dont have turrets, but the problem is the turret gets distorted when rotating when i use this method, thats why i cant use it for tanks
lets say the tank is facing up and the turret is facing right - the lenght axis of the turret will be X instead of Y and it will get stretched if the turret rotates back down its lenght axis will be Y and it will get shorter
@summerloud:
Ya i see what you what you are saying. i just did a test and it distorts abit.
@komodo1138: Go
@summerloud: Go
I dont see the logic here. No matter when you do the shape change, the proportions will still be wrong so it will still get distorted.
@happy04: Go
why do you want it to be longer on one side? why not just 50% across the boards? Maybe take the texture and make it cute?
no, it has to be short and broad, otherwise it doesnt look like it should :(
it would be pretty easy really for anyone with an editor for the model to resize it... i just cant do it without a proper editor
@happy: no, thats not correct, since the model for the tanks turret is actually included in the model
so if you change the scale of the model the tank turret itself will get shorter
but right now the tank turret stretches when it rotates since its axis change
its hard to describe really, just try it out if you dont get what i mean. take a unit with a turret, like the siege tank, make its x scale different from y, and watch it turn its turret when it fires
comon guys, cant anyone do this for me? :o
one more bump before i do it myself :)
I think I understand what you're talking about, and if I do, you'll want to look for the turret actor and model in the data editor (it should actually be separate and created using actor events, if it's anything like normal turrets) and uncheck any scale flags in Accepted Property Transfers, then set the minimum/maximum scale value on the model data tab to the same scale that you want the tank at. That should allow it to scale independently of the unit it becomes attached to.
It's not an easy change in the model because what you're asking for is a model change AFTER animations were applied.
Changing the scale of the model breaks the rig and animations. Scaling the rig simply does the same as what the editor is doing, skewing animations.
You would need to have someone detach the mesh, do the scale changes to the mesh, then re-rig it to the skeleton (which would be out of proportion) and hope it works. This is not a simple or practical task.
@Triceron: Go
Actuallllllyyyyyyyyyyyyyy........
Just scale the root node and rekey it at time 1. Done
@ chroyst - the turret doesnt have its own model as far as i can tell, thats the problem. its included with the siege tank model
@ulti - can you explain what you mean?
Hm, I hadn't even thought of the root, haha. That's probably the best solution.
Yay for Ulti!
I'm not sure I understand what's meant by root node, my only 3d "modeling" experience is working with CAD/Inventor, which is worlds apart from animation-type modeling. Could you briefly explain/link literature on root node scaling? I haven't bumped into anything in the editor about it, but it sounds useful.
The turret being part of the model and not a turret entity/model attachment makes sense at least, since I wasn't able to find the science vessel's spinning dish, either... I'd assumed it was a turret entity. :\
Can anyone please tell me of x y and z which makes it go out and which makes it go up etc? im fiddling with models for my new map but i cant seem to figure it out.