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Big Problems in MilkShape
Posted: Mon Oct 31, 2005 4:11 pm
by mf_jober
1. milkshape crashes a lot, "abnormal prgoram termination"
2. i made a FAMAS weapon model with hands included (first-person model) and i successfully built it in actor studio, but when i open it in ActView and Viewer, the proggie crashes and XP is telling me to debug it.
3. how do i make animations from prefab guns with no built-in animations?
Re: Big Problems in MilkShape
Posted: Mon Oct 31, 2005 9:25 pm
by AndyCR
mf_jober wrote:1. milkshape crashes a lot, "abnormal prgoram termination"
that's milkshape for you. afraid not much can be done about that. you might try complaining toi mete on the ms3d forums, if he gets enough he might start serious debugging.
mf_jober wrote:2. i made a FAMAS weapon model with hands included (first-person model) and i successfully built it in actor studio, but when i open it in ActView and Viewer, the proggie crashes and XP is telling me to debug it.
hmm. what size is the texture you are using? it needs to be a power of 2 by a power of 2, ie 2x2, 2x8, 512x512, 256x1024, etc.
mf_jober wrote:3. how do i make animations from prefab guns with no built-in animations?
you mean you have a gun that does not have animation, but you would like it to? animate it like you would anything else. if you want to use existing animations from a different model, copy the skeleton over and re-assign the bones to your model.
hope this helps.
by the way:
Welcome to the forums!
Posted: Tue Nov 01, 2005 1:23 am
by Guest
for milkshape crashing, thats something you should post at the ms3d forums, however Ive never had problems with it crashing. Make sure your up to date and your drivers are up to date.
Posted: Tue Nov 01, 2005 6:49 am
by ZenBudha
Well I have no help to offer but if it makes you feel any better 3DS Max crashes pretty often as well.
However it seems to crash more often when you forget to save and are almost done with something complex.
Their solution for this is to tell you to save often, and adding an incremental save option. Which really is a blessing in it's own since you can save the model as "Robot" and then quick save often and it'll make Robot01 Robot02, etc.
It's great to when you do a few things and realise you need to backup because you made a major mistake earlier.
Posted: Tue Nov 01, 2005 11:28 pm
by mf_jober
i didnt have any textures for the famas and the arms. is there a SMD exporter for gmax? how big should the first person models be?
Posted: Wed Nov 02, 2005 12:33 am
by AndyCR
no smd exporter to my knowledge, if you meant rf .nfo and .key, yes.
its really trial and error with size and rotation. the max series uses a different coordinate system (different axis), which makes it difficult.