This has been in the pipeline for a long time but finally is going to see the light of day. :)
This plugin can only be used with Milkshape3D which is a simple to use low poly 3D modelling program with a large number of plugins available - even for 3D Max.
It isn't meant to replace UniBastard but it should help people who are new to 3D modelling or who use a newer version of 3D Max. It also allows for models with multiple textures which UniBastard doesn't. If you use Max then you will have to export your model to 3DS and import it into Milkshape 3D.
You can get the Plugin from here:
http://www.twisteddirt.com/ms3dsltexport.php
Have fun,
Laurie
why not max? :'(
Why Max? 8)
Cool cool :)
Myth whe got tha maxscript for that...
I dont understand i use Unibasterd and Mulit tex..
Yea me to... It works pretty good with multiple textures... altho sometimes it has bugs, but doesn't happen to me very often..
:-* ;D Right on! thank you all who were invovled with this. :D
metal_miracle, cr what r u bitching about u wanted a plugin so u can export your own bike and rider model well here it is
You dont have to send me your max model anymore just the slt so i can pack it and its ready to go
Nice one Laurie BIG THANKS
Extreme
RIDER MODELS!? Shiiit... I didn't know it could do that, bikes either, should have read more of it...! wow :|
Expect a new rider soon then... ;D
Btw, can you give us a hierachy of the rider model...
sorry about that didnt know either..
lol no offence...but did anyone think it was for exporting ur own riders and stuff?
cheers tho 8)
so... who has a good rider model
One of you guys should make a new rider with maybe some spikes on the chest protector or something.
im making a FMX rider model, its so hard its not even funny, selecting all the vertex's. and jointing them. o well all the hard work should pay off.
(http://img234.exs.cx/img234/1535/rider8if.jpg)
(http://img234.exs.cx/img234/2650/rider21kz.jpg)
Sorry i didn't realize UniBastard did multi textures, i remember reading that Diablo had to make multiple models and stick them together, but that was a while back i guess technology has moved on.
This plugin has filters to make sure all the parts for bikes and riders are in the right order in the SLT but that's all it does - there's no guarantees that your exported Bike/Rider will work in game but there is now a better chance that it will (with less work for Extreme). :)
Also Milkshape comes with about 27 other plugins so you don't have to model in ms3d, you can model in other 3D packages and Import it into ms3d and then Export as an SLT.
This is just another option for modellers i wrote it because i use Milkshape3D myself and i found it usefull - i thought maybe someone else might as well, if you like it great if not then don't use it. :)
Laurie
I noticed one thing was missing on the Bike parts list, the NullFrame dummy...
It adds that in for you automatically. :) - UniBastard doesn't do that.. 8)
Laurie
Lauire thanks alot for the plugin. I really like it and its very, altho Mikeshape is kinda a lame prog its kinda difficult to get the joints. If you could, maybe make a little tut on how to joint. I think i have the basic idea on how it works but im not 100% sure, and also, im sending you an e-mail on something for mcm2 to MXU conversion. ive talked to you about it before but i need some details. Thanks alot Laurie and the TD crew nd if anyone was wondering, the new Milkshape comes with Lauire's new plugin already installed :)
I don't have a tut on making the joints but i can maybe put the MCM2 rider skeleton up for download then you can just import it and hook up the model to it. I didn't realize that this plugin was already in the Milkshape bundle - the developer must have released a new version.
Laurie
MS3D comes with v2.04 of this plugin - the latest version is v2.05 avaiable from the link above.
yeah if u can please release the mcmskelelton. this is a pain jointing all the vertexs
also twofour, u really need to get knee pads on that model it still looks rad tho, but is in need of knee pads
Ok i have added 2 skeleton ms3d files to the original zip for new downloads and an extra link for just the skeletons. Check the link above to get them. You will still have to link the verts to the joints but that should be easy enough.
In 'File|Preferences|Misc' set the Joint size to 0.1 or 0.15 it's much easier to work with.
1) On the 'Model' tab press the 'Select' button and in the 'Select options' below uncheck the 'Ignore backfaces' and press the 'Vertex' buttons.
2) Get close up to the verts and joint you want to attach.
3) Go to the Joints tab, select the joint from the list you want to attach the selected verts to.
4) Draw a selection box over the verts you want to attach to one joint. Use the Shift button to add the new selection to the verts you already have selected.
5) Under the Joints tab press the 'Assign' button.
go back to 3) for the next joint.
If you need to Unassign some verts then use the 'Clear' button on the Joint tab, and start again. This clears all of the joints of their assigned vertices.
There is also a 'Joint tool' under the Tools menu item. In here you will find an 'Assign Unassigned vertices to nearest joint' option. This might be worth a try but i think in some areas you might get a few problems.
Thanks man! :P they look weird if you expected to see a bone structure like the IK tools in 3d Max :P They'll come in helpfull thnx again man :)
Two four, your model's looking great, keep it up man.
yeh two_four that model does look sick good job ;D ;)
I just finished a replica of my Scott 89X + SVS Mudflap :) Now the rest... :D
can anyone answer me this.. i made a bike model and only the back half got the tex right but in milkshape its all in place the uvw and tex are right..
Don't know if this helps anyone,I found by experimenting that the height of the bike and rider in milkshape are close to half the height of the turquoise rod in the 3d view.
Hope this might help, spent about 2 hours resizing to find this out, thought i would share with everyone.
Quote from: cR on February 04, 2005, 04:24:47 PM
I just finished a replica of my Scott 89X + SVS Mudflap :) Now the rest... :D
ha ha sick
I have found and fixed the shadowing bug in the SLT exporter. For anyone interested it was because I was reversing the X direction for the vertex positions but not in the normals. It seems to work ok in the tests i carried out, and a new version of the Plug-in has been released.
You can find a link to the new plug-in here: http://www.twisteddirt.com/ms3dsltexport.php
Thanks to XFR_Odin_1 for pointing this out.
Laurie