Editing character models
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- PurpleSquerkle
- Massive Gelfeet (Developer)
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Editing character models
After much grueling trial that resulted without fail in mind-blowing frustration, I am about to make a radical announcement.
Now.
We have all DISCUSSED editing character models for one thing and another. But it has never, ever been done successfully. Think about it. It just hasn't happened before.
Well guess what?
Don't bother trying.
Because YOU CAN'T.
...That's right. It's impossible.
Even the smallest alteration will cause odd problems to your character such as preventing you from picking up and dropping any items and preventing the weapons you hold from spawning damage particles.
You can try yourself if you want, but trust me; I've tried in numerous situations; it just does not work.
Creating new character models? Maybe. But editing existing ones? No.
Maybe it has something to do with grips; they have to be added last, and it's possible that even altering any existing vertex on the model -- even ones that are not even close to the grips -- breaks them.
And yes, I have tried moving faces as well.
This is extremely frustrating!!
What causes this problem?!
I really, really, really hope it can be fixed, because it's obviously a very serious concern.
Also, it has driven me COMPLETELY INSANE.
...Oh, and by the way, I've only tried this in the latest stable release, but I really think it's a long-running problem and that it still exists in the newer versions.
Now.
We have all DISCUSSED editing character models for one thing and another. But it has never, ever been done successfully. Think about it. It just hasn't happened before.
Well guess what?
Don't bother trying.
Because YOU CAN'T.
...That's right. It's impossible.
Even the smallest alteration will cause odd problems to your character such as preventing you from picking up and dropping any items and preventing the weapons you hold from spawning damage particles.
You can try yourself if you want, but trust me; I've tried in numerous situations; it just does not work.
Creating new character models? Maybe. But editing existing ones? No.
Maybe it has something to do with grips; they have to be added last, and it's possible that even altering any existing vertex on the model -- even ones that are not even close to the grips -- breaks them.
And yes, I have tried moving faces as well.
This is extremely frustrating!!
What causes this problem?!
I really, really, really hope it can be fixed, because it's obviously a very serious concern.
Also, it has driven me COMPLETELY INSANE.
...Oh, and by the way, I've only tried this in the latest stable release, but I really think it's a long-running problem and that it still exists in the newer versions.
- penguinflyer5234
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- PurpleSquerkle
- Massive Gelfeet (Developer)
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- Agent of Dread
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- {]-[0{0|307 (Developer)
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I could imagine that the editor might re-order the vertices and mess everything up. Try using the quake 2 model editor (mdl.exe that was distributed with egoboo).
On the other hand, deleting vertices is near impossible with a md2. All frames share the same list of connections used to make triangles, but the frames actually store the vertices. You pretty much have to have no animations when you add or remove things.
I also ran into a problem recently with the table and chair models. Egoboo will only use the pre-processed OpenGL information to actually render the MD2s. This is automatically generated, BUT it has some big limitations, like the number of independent "objects" in your model has to be less than something like 4 (maybe larger, I don't want to look t up right now). Anything that goes outside those limits might never be read in properly by the egoboo loader. The result would probably be random.
On the other hand, deleting vertices is near impossible with a md2. All frames share the same list of connections used to make triangles, but the frames actually store the vertices. You pretty much have to have no animations when you add or remove things.
I also ran into a problem recently with the table and chair models. Egoboo will only use the pre-processed OpenGL information to actually render the MD2s. This is automatically generated, BUT it has some big limitations, like the number of independent "objects" in your model has to be less than something like 4 (maybe larger, I don't want to look t up right now). Anything that goes outside those limits might never be read in properly by the egoboo loader. The result would probably be random.
- Agent of Dread
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