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....
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...
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...
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...
Actually, LithUnWrap can be obtained by following download links of the following page http://files.seriouszone.com/download.php?fileid=198 . I went to...
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...
... 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...
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...
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...
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...
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...
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 ... ...
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...
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...
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 ;) ...
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...
... 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...
... 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...
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...
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...
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...
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...
... 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...
... 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...
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...