Oleg wrote:do you bind mesh to ".skel" ? or to some bone? it should be bind to ".skel" and mesh object should have "Rigging" and "4 bones" options toggled in properties->mesh->vertices->format. The rest look Ok to me.
Oleg wrote:has mesh geometry become significantly heavy (in terms of vertices / polygons count) ? If it's the case, make sure to increase "Base" value in user-defined options on topmost hierarchy node.
Oleg wrote:you should start modding with the very simple task first: move some vertices on original lower part (to make spikes) and make a test export. just to find out whether your import -> export scenario is ok.
model replacement is requires two important things:
1. use "ped_***" shaders
2. ".mesh" to be bind with global ".skel" and be weighted (even if it's not, an export will succeed, just bad mesh movement will be in game).
Oleg wrote:set the bone as "current bone", pick influence paint tool, hold CTRL key and paint influence - it will reduce associated bone's influence; then use influence\normalize to re-ballance weight.
Oleg wrote:Z@gor, you've loaded a model with "slice to parts" option. it should not be used on ped models;
collisions are saved in .ydr files, you should check it by re-importing .ydr files to see whether it's there or not. you can see it in OpenIV too I suppose. may be the game does not respond to collision properly, but the actual collision certainly stored into .ydr file
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