Problems with 235 Assets

Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
After a couple of months rest from programming, I have decided to take up the mantle on Proving Grounds again. As usual, a couple of hours after starting my work, an NS2 update was released. This wasn't destructive, but it finally solved my problems, or at least I thought it would...

Proving Grounds has been crying out for a 2nd marine skinned differently, to provide me with some simple visual differences in the teams while waiting for custom assets to be created.

With great enthusiasm this evening I set about creating a customised marine model to represent team 2 in my Proving Grounds mod. Here is a render from 3DSMax of the customised model:

<img src="http://img.photobucket.com/albums/v260/Soulrefuge/marinepurplerender_zpsf8747b89.jpg" border="0" class="linked-image" />

I exported the model, and fired up the builder, in anticipation of finally being able to add a 2nd marine model. And then my world fell apart. The builder failed. The reason for the failure? The Animations in the model_compile file require different models, and the assets haven't been released, so I can't create a male_idle.dae, or any of the other animations that are available. I thought this would be the answer to my problems, but it seems as if this is not the case.

Can anyone confirm if I am doing something wrong, or do I indeed need the male_idle.dae file etc if I want to successfully build a marine with a different skin?

It has to be a separate model, as team1 currently uses the standard green skin marine.

Any help is greatly appreciated....

Comments

  • xDragonxDragon Join Date: 2012-04-04 Member: 149948Members, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow
    edited December 2012
    As a cheat you could set one team to use the 'green' marine, another to use the deluxe, and the final (if you wanted 3) use the black armor. From there you can just include custom textures for those default models to make them wildly colored and easily discernable.

    Saves you from having to build an entire new model.
  • eh?eh? Join Date: 2012-03-03 Member: 147997Members
    To be fair, I think a large number of the animations seperated in those dae files are actually in the max files, you would just have to find the tag frames and export them all manually :|
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