Quote from: Cmd_Smith on June 06, 2015, 07:49:17 AM
Can anyone help me.. I really want to get this done soon.
Apologies for not responding sooner, I've been pretty busy and this is one of the first times I've been able to use a working PC.
I'm not at either of my two dev rigs to be able to give examples but I'm pretty sure what you're wanting to do can only be accomplished through Softimage|XSI. However XSI (which is what most call it) isn't entirely an easy thing to just pick up and start using. I'd be willing to even pitch in myself to try and get the pack added in and weighted, if my main PC was in working order.
That's the tough thing with anything that's animated, as you can't just plop something in without getting noticeable problems visually during run time (from my experience anyway). The way I'd theorize going about doing it is decompiling all the assets (using within XSI) and combining them into one scene. Anything I've decompiled so far, had their weights preserved for the mesh. I've never tried adding anything to an existing animated mesh (let alone a character model) so I'm a little in the dark on that one myself.
Quote from: Cmd_Smith on June 05, 2015, 09:11:16 AM
So... how do I decompile them?
Yes I rotated it. Could it be something with using MSHVeiwer? Or Do I have to put soething else in?
And, these bone stuff youre talking about. How do I do that. What program can I decompile the MSH files with, or add on to them?
For the cape, it very well could just be that the texture is missing (and just running the transparency without a texture) or it's something that only will show up in game. MSHviewer can be a little misleading and not show it exactly how it will look in-game.
Describing bones and weights is kinda difficult in words but they're both needed for something to animate correctly in-game. Bone rigs allow the animator to animate a basic skeletal structure that the model/detail mesh follows. Essentially you're not animating all the polygons, you're animating a bone rig that the mesh is weightmapped/parented to. If meshes aren't properly weight mapped (with corresponding bones on the rig) then they wont animate correctly.
Animations of tough, so I hope some of that made sense. Long story short, you've gotta have that jet pack properly weighted to the rest of the trooper's mesh so that it'll envelop correctly to the rig. That looks like a BF2 model though, so if you're crossing the two (putting that in BF1 or vice versa) then you might have some additional problems. There is also the matter of the attachment points for the thruster effects too. In which case (were you to use XSI to decompile) it would be worth looking at the actual jet trooper's file to see how it's setup. Hard to give solid answers when I don't even have my own machine back up and running yet. If you can, shout out to the guys over at Game Toast. They're pretty sharp about this stuff and might be able to shed more light on the project.