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  1. #21
    Moderator Level 12 GeneralJ927's Avatar
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    The .ply files are the model, these cannot be edited from the file.

  2. #22
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    Then how do some mods have unique human models? for example, they aren't re skinned versions of vanilla models but are completely new ones.
    Last edited by GeneralJ927; 14-07-2012 at 23:38. Reason: Quoting previous post

  3. #23
    Moderator Level 12 GeneralJ927's Avatar
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    They grab a version of 3DS Max, or other 3d modelling software, make the human model, get the model into 3ds max if they used other software, grab the 3ds max exporter tools, export it which puts it into .ply files and then get it into the game.

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    Is there any way to like, reverse-export the .ply back into a .max file? I mostly like to texture but I need to make some minuscule changes to certain models.
    Last edited by GeneralJ927; 16-07-2012 at 18:04. Reason: quoting previous post

  5. #25
    Member Level 27 Zeke Wolff's Avatar
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    Quote Originally Posted by Megaloptus View Post
    Is there any way to like, reverse-export the .ply back into a .max file?
    No, these files cant be reverse-engineered back into 3DS Max. The only way to change models and uvmaps, is if you´ve access to the original .max file and I doubt that Best Way/DMS/1C will release any such things in a foreseeable future.

    ~Zeke.

  6. #26
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    Any chance of a human model tutorial, such as...rigging?
    It's about the only thing I have trouble with now when it comes to importing things into MoW

  7. #27
    Moderator Level 12 GeneralJ927's Avatar
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    Will be coming at some point in the future, it can be a pain in the behind so it may come after the vehicles are done.

  8. #28
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    Quote Originally Posted by GeneralJ927 View Post
    Will be coming at some point in the future, it can be a pain in the behind so it may come after the vehicles are done.
    Ok, that's a shame, there are already video tutorials for weapons, tracked, wheeled and aerial vehicles (cromtec had some written tutorials, and mladjaw...i think is his name, has some video tutorialson youtube for weapons, tanks and planes), but there are none for humans

    Right now my issue is that I made my human models in a "T" pose, but if I import the bones from the example human file for MoW, they're not in a T pose. Any idea how to get them into a t pose? or is it safe to just go ahead and create my own bones if they're named the same? Do I need to do anything other than create bones and link them up?
    Last edited by JR83P2P; 14-08-2012 at 14:39.

  9. #29
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    Where can i find that tutorial for tracked vehicles

  10. #30
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    *edit* So no response to my question, ah well
    I hope you continue working on these tutorials GeneralJ927 and that people get to hear about them, as there's a certain individual creating totaler krieg or whatever who is now charging for help when it comes to the GEM engine, as well as charging for converting models to MoW . What happened to the old days of modding when information was freely exchanged between modders who wanted little more than a thanks and perhaps a little mention in the credits?

    *2nd edit lol* Is it ok to create your own bones if they match the names of the required bones? Or is all of that animation stuff in the example required?
    Last edited by GeneralJ927; 16-08-2012 at 22:27. Reason: That tutorial haunts me, removing it, sorry

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