RevengeInk wrote:Sobersean wrote:The "Weapons_into_Game.pdf" tutorial ends prematurely. It stops at page 8/8 with "Time to move on to linking up and assigning Icon to model." And then no further info!
that section is coming soon, we won't leave ya hangin'

Sobersean wrote:Sweet. Definitely easy to follow tutorial so far. Good info where even a 3dsmax new user like myself is able to get the questions answered that I needed to get started. I had a mental checklist of questions that I was wondering and a good many were answered in the tut so far. Mainly about the orientation and where to set the pivot and the examples answered those very clearly. Oh and about setting up the opacity map as a material for little details like feathers and stuff. I actually "understand" that now after reading. I know about alpha channels and transparency in general but didn't know how to assign that sort of thing using 3dsmax via opacity in the material editor until today. That's damn handy to know. Looking forward to the next part for sure.

Tiptoe wrote:Fantastic fantastic fantastic! And perfect timing. I'm just starting to play around with rigs for my dwarf model![]()
By the way, I'm a Max user, I've never used Maya or Blender, so I'm not sure what formats they support, but I can try converting some of the files if people need them.
What would be the best universal format to get the mesh, rig and animation for another program?
Dusho wrote:Tiptoe wrote:Fantastic fantastic fantastic! And perfect timing. I'm just starting to play around with rigs for my dwarf model![]()
By the way, I'm a Max user, I've never used Maya or Blender, so I'm not sure what formats they support, but I can try converting some of the files if people need them.
What would be the best universal format to get the mesh, rig and animation for another program?
as servvs mentioned, maybe .obj would do the trick if it contains meshes, bones, weights and so on. Though, blender has some nice importers also for collada (.dae) or 3DS.

Zengrath wrote:Will i be able to use Blender to create models for this game? Is there any chance converters can be made with that? That's only 3d modeler I've ever had success with, and unfortunetly i cannot afford Max, and never bothered paying for most of other ones out there. ... Although i keep hearing about Ogre lately, i never heard of that before, i wonder if that's free? I guess i'll have to check it out and see....
Anyone have any tips on a latest program i can use to get my feet wet without spending serious $$$? Something that could have a lot of support for not just this game but others too that people are currently modding (IE. Dragon Age)
EDIT: I just read up on Ogre.. however a bit timidated by that considering FAQ says absolutely requires programming skills to use.... I have a feeling that will be far out of my reach.. I just want to start somewhere, i don't want to have to learn programming just to try modeling stuff
Zengrath wrote:Will i be able to use Blender to create models for this game?...
<-- play games AND chat at the same time!!!
Luitjens wrote:Patrick thanks for the tutorial! I am assuming the MERGE folder merges the portal from the AwesomeDungeonPortal.layout into the actual town map which answers my question of portal placement within the main town (the question was : "Will I have to edit the original town map with a portal for it to work?) which ofc wouldve caused issues with other modders levels/portal placement/etcetc! Thanks for clarifying my needy question
Monkeynutz wrote:Question: Is there a way to use the plugins on a 64-bit system and 64-bit max 2009?
So i installed the plugin on my 32-bit Laptop and they worked. But when i export to .Mesh he automaticly saves them as .Mesh.XML
Do i need to convert them again with an Ogre tool?
I manualy renamed it from filename.Mesh.XML to filename.Mesh. But when i want to spawn them in the game using the console the game crashes. Any Idea's why?
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