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Help Peerless1 (and he needs alot of help ;) )

Started by Peerless1, June 04, 2007, 11:54:46 AM

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Peerless1

Hi there!  Before the last great crash of my old PC, I had exported Entropy and was able to edit skins and generally toy around with her.  Unfortunately, I can't seem to get anything to export/ import even after I got all the other tools working.  I don't remember how I did it before.  :banghead:  Would some1 be kind enough to either explain how the export of characters works, or perhaps send me a copy of Entropy via my email?

All future requests for mesh/ skoping assistance by me will be posted here.  Save on some posts for everyone else.

Many thanks.  I am having more fun with this game than I have since beating  :ffvstr: the day I got it.   :D And I blame  ;) this community for keeping it fresh and entertaining.  :agentclap  I like to blame others for the good stuff.  :lol:

Later, all!

Revenant

If all you want to do is skin and hex the mesh, you can get it from your program files.  Just go to the Freedom Force vs Third Reich folder> data> and you'll see a file called art.ff

Make a copy of this somewhere, and rename it to art.zip so you can unzip it.  In there are all the in-game meshes and other stuff.

Peerless1

Thanks Rev! Now I am  ^_^.  Once again you save the day.  No more  :banghead: , and I can work on a skope I have in mind...I was just trying the wrong files.

Podmark

I might suggest a pic of what you're looking for. Can't say I can think of a cat head you could use though.

Peerless1

So much for surprise...I am stumped.  This is my big dream project...7Heads of Tiamat--yep, it's a 7 headed hydra.  Now all the mouths don't open and close, but the heads all move with the lead head for all idle and attack animations.  (Thanks to Val for the simple node for the dragon head.)  Just to be difficult, I pasted the head of JiK's Dragon on the neck.  Each head takes it's own skin, for 7 distinct heads.  Here's where I have problems...the other 6 necks.  I would prefer not to have six hidden dragonlord meshes, because it's well...tedious.  I have tried everything I can think of for 3 weeks now, including the whips from Tommy's coachwhip, in an attempt to make necks.  Nothing seems to resize right.  So...any pointers?  Or any one able to hex the dragonlord down to just a neck (absolute last resort). 

Well, here's how my Tiamat looks so far...

Panther_Gunn

Not to pick a nit or anything, but last time I checked, Tiamat only had 5 heads (red, blue, green, black, white).  This is, of course, assuming that WOTC hasn't changed her in such a manner for 3rd Ed.  If you're aiming more for the classic Babylonian mythology depiction of her, I don't know how many heads that one had.  Of course, you could be basing this off of a version I'm not familiar with, so you can always freely ignore all this.

Peerless1

Yes sir, you would be correct the 2nd time around.  More the classic Babylonian version (with my little tweaks).  Tiamat is the seven seas of salt water.  Her husband, Apsu, the 7 stagnant "freshwater" oceans...whatever those are.   :D  And no, I don't believe the classic D&D (WOTC) version is so changed.  But therein lies the brilliance in this little project (noticed after I started).  Subtract a few heads, or the wings, and viola!  New style hydra/ Tiamat.  So it could even be the classic Greek version with little or no effort...if I ever get the necks on it.   ;)

Peerless1

I am working on a skope for Murs47's Cyborg Superman skin.  I originally attached all 9 rings.  And they float when animated.  To fix this, I deleted the skin instance. Of course, once I deleted the skin instance, the alignment is all wrong. 
However, without the skin instance (some 6-8 hours later), none of the rings seem to line up.  This happens whether I delete the skin instance before or after copying the ring node. 
I am using the ring from Renegade's GL_Hal_v2, and placing them on his Superman_Ren mesh.  I have tried the Scene_Root, (R&L)Finger_11, Bip01, and Handle nodes. 
[spoiler][/spoiler]
Any1 have a thought on how to fix this?

Thanks.
Mike

Revenant

Possibly, you could just rightclick>copy branch the ring's editable mesh line, and paste that to the hand bone..

Peerless1

Quote from: Revenant on July 06, 2007, 04:38:04 PM
Possibly, you could just rightclick>copy branch the ring's editable mesh line, and paste that to the hand bone..

Thanks alot.  That doesn't seem to work either.  I am getting closer though.  I don't believe that any skope has ever been this complicated for me.  Close, but not quite.  :blink:

Tomato

Um, if I may, I could have a very simple solution that would alleviate any further stress, and I'm an idiot for not suggesting it sooner.

While I'm not exactly a mesher, I have 3ds max, and cylinders are a very basic mesh shape. I could just make some new rings for you, have them to you by tomorrow(and only that long because I've got some other things I'm working on) As a bonus, I could probably map them to Ren's ring uvmap.

Peerless1

You are a Saint for even offering, Tomato. 

:wub: :wub: :wub:

Scratch all the nonsense stuff.  I was actually drowning my memories of a good day gone bad in rum and coke when I wrote that.  I apologize if my drunken banter offered any offense.  And yes, if you're willing, I would still appreciate any help you could give.  I have cobbled a temporary skope and sent it to Murs, but it is beginning to seem that this is beyond my ability to accomplish alone.

Thanks again for your kind offer.