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|3rd Apr 2011, 06:57 PM||BookCase Madness! #1|
OK I guess the Title says it all I had a very funny feeling something like this would happen and it did lol half Of my bookcase is missing strangly... and the same goes for most the books etc... I dunno where I've gone wrong with this...
In the Preview.. the little Thumnail In game.. it looks correct and intack but as soon as you click and get rdy to place you get this mess..
and when you place it ...
And its been Cloned from a Bookcase not a Picture, the Alpha isnt interfering with the rest fo the mesh in any way... so thats really weird... how I get this outcome.
|3rd Apr 2011, 08:08 PM||#2|
The bookcases use geostates to make the bookcase have different appearances when it has books in it and when it doesn't. The tool set here can't manage geostate items yet.
|3rd Apr 2011, 08:25 PM||#3|
awwww So no Bookcase... could I at least create a mesh that works as a Bookcase but isnt Cloned from one ?
|3rd Apr 2011, 09:57 PM||#4|
Take a look in this thread...maybe you could try something like that?
|4th Apr 2011, 12:08 AM||#5|
Omg your a Star OM TY!!!! I will Give that a try I'm sure this will remedy the situation x
|4th Apr 2011, 02:40 AM||#6|
Join Date: Sep 2009
You can create them with TSRW, although its a bit tricky wich meshparts represent the GEOstates but it works without problems.
Just have a good look at the Geostates from a existing bookcase before you import your custom mesh; TSRw has a preview tab for it so you can easily identify them.
With that same tab and the Geostate selecter you can view and select your geostates for your custom bookcase.
Like i posted in the thread OM linked to the Geostate is usually the full mesh, while the none Geostate is the same mesh with deselected parts.
One thing i forgot.
Also check in Milkshape if the object is using more then one joint.
I haven't seen a bookcase yet but i suspect several books use a joint related/linked to a bonehash wich is used in the animation files.
If there is more then one joint used you will find these, with the possibility to edit them, in the objects slots.
Hope this makes sence
And to make it even more complicated, some of those slots you can edit within TSRW while others needs to be updated in the Rig file.
You can use s3PE's plugin for TSRW to import a updated rig(skeleton) for that while you can edit the rig file itself in with atevera's plugin.
With those slots you always want to check if the joint and/or bonehash is related to either a placement of another object or to a animation file.(or both)
I haven't tested it yet i suspect editing those slots( bonename and bonehash) can kill the animation that belongs to it.
|4th Apr 2011, 12:35 PM||#7|
Here's the documentation for the geostate tool set offered by TSR Workshop:
|4th Apr 2011, 05:11 PM||#8|
Ya I was thinking the Bookcase would have at least 2 Joints or more than two Groups but to my surprise it Only has 2 the Actual bookcasewitht he books bound and the Floor Shadow... so thats confusing... I've never used TSRW for my meshes before, Its possible I may try it this way if all else fails... Ty Om and Teko