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NIFLA · NetImmerse File Format: Liberation Association
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Messages 400 - 429 of 1579   Oldest  |  < Older  |  Newer >  |  Newest
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400
Im not sure what the problem is but when I import nif files they come up clear like glass with the texture in the middle.Thats how it shows up in the game too....
mark_trumpie
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Sep 2, 2004
8:35 pm
401
It sounds like the same thing that's been happening with me. The vertex order is reversed. I can fix it by selecting all and pressing ctrl+shift+f But I've...
detritus2004
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Sep 2, 2004
9:05 pm
402
taharez, are there any plans to make the source code available for other coders to peek at/work on? how about documentation of the format to be used for dev of...
dmurphy1874
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Sep 2, 2004
9:41 pm
403
did want to mention that I have seen the nif format documentation in the files section.. to save a reply ;)...
dmurphy1874
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Sep 2, 2004
9:45 pm
404
... A Blender import/export for NIF's would be very very interesting!...
cptncrisis
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Sep 2, 2004
11:08 pm
405
I'm kind of reluctant to release any code atm. It's changing quite a lot between versions, and it's not that pretty. I plan another major rewrite when I get...
taharez
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Sep 3, 2004
7:43 am
406
Actually, LithUnWrap can be obtained by following download links of the following page http://files.seriouszone.com/download.php?fileid=198 . I went to...
cjkanian
grand_ck
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Sep 3, 2004
8:44 am
407
Thanks a lot!! i downloaded LithUnwrap as soon as i read your reply, thanks again i realy wasn't looking forward to paying $30!! ... of the ... fileid=198 . I...
mozg_muisha
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Sep 4, 2004
7:45 am
408
... Animation is planned - mainly because to get many of the meshes to appear as they should, I need to process the very first animation frame. I'm just...
Simon
simonb12_12
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Sep 6, 2004
10:28 am
409
I actually think the problem isn't this, as I've tried swapping the order of the triangles and it doesn't seem to fix the problem. I have noticed that...
Simon
simonb12_12
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Sep 6, 2004
10:32 am
410
Source Code? Err... well maybe, put not until I've tidied it up an awful lot. I wrote most of it in a week or so, and while it works, I wouldn't recommend it...
Simon
simonb12_12
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Sep 6, 2004
10:37 am
411
I imported a rock model from the cd and exported it both before and after reversing the faces, and the one that I didn't reverse is "inside out" in the...
detritus2004
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Sep 6, 2004
5:37 pm
412
To quote a friend of mine... I know what the bug is, I know what the bug is... (Imagine an excited man jumping up and down in delight...) Anyway, I know what...
Simon
simonb12_12
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Sep 7, 2004
9:41 am
413
This is what I use: Vector transformMs3dCoords( float coords[3] ){ Vector v( coords[0], -coords[2], coords[1] ); return v; }; / T ... I have ... temp fix ... ...
taharez
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Sep 7, 2004
3:15 pm
414
OK, I see. I only mirror it once, which causes the triangle vertex order to be messed about. You mirror things twice to solve this. But don't your models end...
Simon
simonb12_12
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Sep 8, 2004
3:31 pm
415
I don't know if this would help, but I searched the chUmbaLum forums for "rotation numbers euler" and found this thread. I honestly don't understand it, but...
detritus2004
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Sep 8, 2004
4:05 pm
416
... DO'H forgot the linK: ...
detritus2004
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Sep 8, 2004
4:08 pm
417
... Ignore me - mirror twice?? - perhaps rotate by 90 degrees would be slightly more accurate... sorry - wasn't concentrating... Simon...
Simon
simonb12_12
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Sep 9, 2004
8:49 am
418
Well, the vectors are mirrored in the x-y plane and then have their y & z coords swapped. I guess it could be said as rotating 90 degrees around the x-axis ;) ...
taharez
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Sep 9, 2004
11:37 am
419
Finally, progress has been made, a recent breakthrough has led to the following... I can now import an object's skeleton. And put it in the correct place. And...
Simon
simonb12_12
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Sep 10, 2004
12:45 pm
420
... MS3D ... is a ... things. ... Thanks for the info Simon! Im really looking forward to your work and Im very thankful for all you've done so far!! One more...
mozg_muisha
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Sep 14, 2004
4:05 am
421
... As far as I know, not really, all that's needed is the NIF file. There is a ".KF" file which is just the animation from the ".NIF" separated into another...
Simon
simonb12_12
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Sep 14, 2004
10:27 am
422
Hi there... I'm having a little problem and hoped someone with 3DSMAX experience might be able to help. A lot of the NIF files I'm playing with have a skeleton...
Simon
simonb12_12
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Sep 14, 2004
10:51 am
423
Maybe you guys are already aware of this and have a solution, but I'd thought I'd just bring it up. Maybe I'm missing something... As I have been learning 3d...
detritus2004
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Sep 15, 2004
2:01 am
424
I have done a few animations for morrowind and there is one huge base file for almost all the char animation in morrowind.... and they use note tracks to keep...
Omar Castille
omar_westing...
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Sep 15, 2004
3:43 am
425
ok... look for the root bone as that is the one bone that all the other bones are connected to..... it could also be Bip01.... but the root bone is always...
Omar Castille
omar_westing...
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Sep 15, 2004
3:48 am
426
wow @_@ thanks. This will take me a while to digest.......
detritus2004
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Sep 15, 2004
3:51 am
427
... Sorry for the confusion... Let me explain my problem a bit clearer. Finding the bones isn't a problem. Positioning the bones for the start of the...
Simon
simonb12_12
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Sep 15, 2004
8:17 am
428
... Please ignore all this now - I've found the info right under my nose, as part of the skinning data I was ignoring until I'd found the position of the...
Simon
simonb12_12
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Sep 15, 2004
10:47 am
429
The explanation and list of note tracks in Morroiwind was very interesting, but I'm afraid I still don't see anyway they can be implimented in MilkShape since...
detritus2004
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Sep 15, 2004
4:54 pm
Messages 400 - 429 of 1579   Oldest  |  < Older  |  Newer >  |  Newest
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