Thread: model maps - advanced modellers

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  1. #1 model maps - advanced modellers 
    MrPotatoHead
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    Here is an example of what is needed.




    PRI: = priorities
    TSKIN: = triangle skin (face skin)
    VSKIN1: = vertex skin

    For now we just need player maps - bodies, arms, gloves, legs,skirts, shoes, helmets, amulets, weapons, shields and capes.

    You'll need RSMV (with priorities) : [Only registered and activated users can see links. ]


    Please help by making and sharing a map, make it as detailed as you like, put your name on it and post here.

    WHY? - I'm going to rewrite the metasequoia parser so that you can create the animation data inside metasequoia, saving you the time consuming job of having to hex edit the file.
    I could create the maps myself and release them, but why do i have to do everything?
    Everyone that helps will get the new converter.


    P.S. don't post if you don't know what the hell i'm talking about.






    EDIT: Maybe you didn't understand....

    I'm only releasing the new datmaker to people that help by posting a map...it's easy!!!!!

    The ONLY way you get the new datmaker is to either post a map or have a very nice friend that posted a map.

    I'm just not going to release it to people that think modelling is about getting a model and throwing at the datmaker, without any understanding of how the models work.
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  2. #2  
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    i have WoW maps would these help in any way?
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  3. #3  
    MrPotatoHead
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    I despair ............the horror..........
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    Vastiko's Avatar
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    I get it so for boots there would be like 2 for the top part where the laces normally go and about 10 for the part around where your foot goes in? im just guessing at these... but reserver the boots because I can do them
    EDIT: Hmm I think I understand it But the PRI I dont get explain to me I get the other 2 and have done them for boots.
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  5. #5  
    MrPotatoHead
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    It's easy, just use RSMI to determine what the values should be - shields are real easy.

    PRI: is triangle priority, what these values do is tell the client which order to draw the triangles onto the screen after depth buffer sorting.

    So for the dragon chain, the dragon emblem needs a higher priority than 3 in order to be drawn on top of the body. It allows you to do things like that without getting artifacts.

    Sometimes when ALL the priorites are set to the same value, the priority flag is used to store the value rather than waste disk space labeling all of them.
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  6. #6  
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    zedex ranger's Avatar
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    i would but i only make models, not gangsta watcha ma call it ``pro``
    [Only registered and activated users can see links. ]
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  7. #7  
     

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    Quote Originally Posted by MrPotatoHead View Post
    It's easy, just use RSMI to determine what the values should be - shields are real easy.

    PRI: is triangle priority, what these values do is tell the client which order to draw the triangles onto the screen after depth buffer sorting.

    So for the dragon chain, the dragon emblem needs a higher priority than 3 in order to be drawn on top of the body. It allows you to do things like that without getting artifacts.

    Sometimes when ALL the priorites are set to the same value, the priority flag is used to store the value rather than waste disk space labeling all of them.
    Ok thanks i'll do the boots in a sec then maybe do gloves are there easy I think
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