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Fingolfin
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  • Since you so abruptly yesterday. I wanted just to say, when we talked about Fuels of war storyline, I discovered that the developers were the same as for the game Homefront, which was even more bashed for its retarded story, about North Korean invasion. Kaos studios, now defunct.
    Indeed I do, it's going at slow and steady pace (fast sometimes depending on the terrain's difficulty and previous management).

    Sometimes I stop, you know studies and RL stuff going on in the meantime.
    Yeah, it's going well ;)
    Not sure if I already asked you, but you are on diplo union? You tend to do such maps that fits that community.
    ok.... now this is wierd, i cant even export the samples untouched. same error. local found = ArrayFindItem matrices bonegroup. *scratching head*

    Edit: I am just trying to animate anything at this point. I'm guessing it's the skin method that's screwing me up. Double checked and my models are skinned the same way as sample model. I only get that error with normal skinned objects. I will try to rework it to AT skinning over the weekend and let you know how it goes.
    I used a helper grid instead of geometry that may be my issue. Once I place the plane do I use bone tools, bone on, to set it a bone or do I have to register it with neodex? I tried blink and didn't get a response in over a week, I hate bugging people including you. Sorry man.
    Hey fin, do you happen to know what a root node is and how to create one? Iv run out of ideas.
    Well, no promises there, I've used GUI only and I'm very bad to use any form of programming language. I may look at it at a later time. Thanks anyways.
    As for projectile system, I don't think its the major issue in the map since it uses SetUnitX/Y, but mostly everything else which is bad. I sent you a message about it so you can look at it when you feel for it.
    http://www.hiveworkshop.com/forums/pastebin.php?id=92ph40 Here's the doodads, maybe you could try to look at it and see if you can do it. The bush doodads and flower_spottled_thristle have custom textures, could you change the bush doodads to ingame textures perhaps the riverushes texture so i can easily change its texture and for the flower_spottled_thristle just any ingame texture that will look fine to it. The log is also using custom textures however I like your NewOak skin cuz its low filesize so you just have to apply that texture to this log. Theres a R.mdx also its not using custom textures but its color is bright green I can only change its color from dark to bright maybe lighten it a bit will do the thing.
    Is it ok if I send you the model tomorrow if you accept my favor? Its not very rush and you can do it whenever you want to. Its already night here need to get some sleep.
    Yea i set them all to TCB except scale, for bone root i use bezier position. here are a couple of the files if they dont open let me know i may have to export it to some format.
    Yeah you should but it depends to you and if you have some time, I can see you put a lot of effort into it.
    The lowest i can save it is for 2010. How am i supposed to upload it to you? Tried pastebin and nothing shows up. Edit: i remade all my bones and dont get the perpendicular error for fbx but still get the same skinning error for neodex.
    Just found this while trying to export in fbx, may help us out a lot and be the same error im getting with neodex.
    One or more objects in the scene has local axes that are not perpendicular to each other (non-orthogonal). The FBX plug-in only supports orthogonal (or perpendicular) axes and will not correctly import or export any transformations that involve non-perpendicular local axes.
    I give up :( tried almost everything and read almost everything. Dont know what a matrices bonegroup is and google wont help in this case. Tried animating my bridge and got the same result. Even got the helper bone root in and linked um all to get the same error. fml
    I saw you're tree tutorial on Hayate's visitor page and I'm really amazed to it. Tnx for the tutorial maybe I'll practice too when I have time, I already DL the finished tree and its very beautiful. Also I need some diff tree colors I'm just waiting for you to animate it like your other trees.
    I was trying to watch your lotr model demo video on your uruk pikeman page, but it was no longer available. Do you by any chance still have it laying around? I'd like to watch it.
    Hi Fingolfin. I need to ask 2 things please. First i want your permission to use the oak trees for my project. and 2nd i need to please you if u can make the oak tree variaton 1 x3 times slower the stand animation and make the extent more bigger. Hope you can help me. Thanks you anyway
    I think you should still have the link with the latest version in the pm, if you still have it. However test two elven maps that are avalaible, although you may have played them already, thinking to release them for the demo, because they contain the tutorial, however no cinematics will be here.
    Ahhh it may be the names of my bones, trust me ive tried a lot of stuff these past couple days. I even tried AT skinning and got the same result. I have 5 objects (the boards) all with a separate skin modification and added the bones that belong to each except for the root bone like it says. Link the bones to the root bone, go to bone tools and turn bone on each root but they still show up as objects instead of helpers or even bones in the hierarchy. I'm almost positive it has to do with setting up the root bone
    Still beating my head against desk with this. I cant link the bone to the mesh because it gives me a "would create dependancy loop" error. i can link the mesh to the bone but i still get an error exporting. This is the error i always get while trying to export "local found = ArrayFindItem matrices bonegroup" is what is messing up. Are you allowed to skin more than 1 object in the scene?

    Edit: How do i get my cylindar bone root to become a "helper"?
    Thanks. I'll check those out later tonight. I remember a very long time ago I learned how to make an uruk hai shield by setting the viewport background as a reference image and using planes or something to create the shape and turn it into an actual 3D model. Though I lost the tutorial a user on here gave me years ago, but it all seems very familiar as I recall things. This method seems to save a lot of trouble too.

    Thanks again!
    Hey there. Just a reminder about those tutorials you mentioned, whenever you settle down and got time to send em over. No rush! :)
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