September 06, 2010, 11:36:35 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: Please note, in order to be granted permission to post simply make 10 posts in the "Newbies Post Boost" section. This is in an effort to keep spam to a minimum on the boards. Thank you for your patience.
 
Pages: [1]
  Print  
Author Topic: Modifying Character Meshes for Bloodlines  (Read 911 times)
0 Members and 1 Guest are viewing this topic.
kristykat
Poster
**
Posts: 12


« on: January 22, 2010, 04:54:28 PM »

Ahoy there! I'm hoping this board isn't too dead cos I have a couple of questions about modifying existing character meshes.
I personally can't stand Blender, it's the most unintuitive program I have ever had the misfortune of using and just having it installed on my computer makes me die a little inside. That being said, I have been unable to find any functional plugins to get VtM:B character models into 3DStudio Max. CannonFodder's MDL decompiler for the Source engine doesn't maintain the animation info or whatever when decompiling VtM:B MDL's and the only import/export plugin for the files that PackfileExplorer generates is for Blender. However I noticed Xaltar saying on these boards that he modified character meshes in Max - what was he using to do this?
I have no problems getting modified texture files into the game, the ones I've done are fully functional as far as I can tell, but I can't seem to find an importer/exporter for the actual character models that I can use with Max. I hadn't realized that the MDL decompiler wouldn't work and made a bunch of shiny edits to the female Tremere model only to end up with a mesh that would never show up in the game. If anyone here knows of a working plugin for Max (any version is fine), that would be most excellent.
And here's a picture of what I had done before I noticed it was totally non-functional just for fun:
Logged
Xaltar
Administrator
Poster
*****
Posts: 71


Almighty Admin


Email
« Reply #1 on: January 24, 2010, 01:05:29 AM »

I used vamped 0.92

See this thread.

You can't add or remove verts at all but you can push them around a bit. I have pretty much pushed this to its limit with my fem brujah models. Its slow, often confusing and so easy to make a mistake that will cause it not to export properly. Save often and back up your exported mesh frequently when you have made a change you like. I have stopped working on VTMB these days because its just too much work for far too little gain. Good luck though.
Logged
kristykat
Poster
**
Posts: 12


« Reply #2 on: January 24, 2010, 02:57:56 PM »

Thank you for replying! I wasn't sure if you would still be around. I don't know how I missed that thread! So I'm guessing I have to find a way to import .x files into Max? I'll try that out and see how it goes. I can understand what you mean about too much work though, it is a pain in the butt just to get minor edits to function properly. Anyway hopefully I can get this to work!
« Last Edit: January 24, 2010, 03:15:36 PM by kristykat » Logged
Xaltar
Administrator
Poster
*****
Posts: 71


Almighty Admin


Email
« Reply #3 on: January 30, 2010, 03:24:41 AM »

There should be a import.ms file with the vamped download. Just put that in your max script folder (google if you need info) and run it to import the .x file.
Logged
Pages: [1]
  Print  
 
Jump to: