No, money doesn't get you anywhere if you can't code for shit (in a community where the source is public.)
So that leaves... Oh wait... About 2/3 servers. 8D
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OR... If anyone would've been smart enough to google, they would've find out that .ASE is a 3ds max standard format for scenes.
I can't see it on this page, so I took it like you didn't.
Do forgive me being a newb, but are bones required in weapon, wings, and motor vehicles?
I was wandering,
has anyone reached a point with the program where that "bone" area
of the file menu becomes usable/isn't grayed out.
I've spent hours trying but ASE doesn't seem to want to export skin information, so I'm pretty sure the bone/skin information must need to be imported separately through that option, but haven't been able to get
to a state where that can be used.
Has anyone else has luck with that?
No. If you already have proper bones, they'll be converted along with the mesh without selecting any extra options.
I successfully got an animated creature running in-game, the problem is that so far I've only been able to have the mesh animated as an object.
I can't skin it so you couldn't make proper monsters that would need skinned mesh for joints to flow properly.
The bones work with the .ase, but the skin information on the model doesn't work, when loading it into cola as a skinned object all you end up with is static mesh that is positioned like the last frame of your animation.
Hence the reason I believe that the bone option in the file menu would be what's necessary to keep skinning information.
Because unless there's a bug in the program on that option, there should be some process that allows you to skin a creature properly, otherwise the creatures in flyff shouldn't be skinned properly.
Also the rig in the .ase file has to be very simple, so simple that I seriously doubt it's what the animators used to make the rigs in flyff.
aeonsoft uses a custom ase exporter built off the built in one from max hence the reason there is mention of overwriting the origional with something from a developers pack in cola documentation
after a bit of resarch and looking through some ase files form the server files which aeonsoft generated in their ase files there is physique in one and skin information in the other which are modifiers in 3ds max and after looking into the default ase exporter i found out it doesnt export physique or skin modifiers by default so unless we can either get the exporter aeonsoft made or make our own then custom mobs dont seem to be a possibility yet
Damn, that's seriously seriously dissapointing D;...
Cause if we had been able to export skin information, that would have truly revolutionized what we could create D:..
Now it just means we can make robots with moving parts >.> xD;
Thanks a lot for that information :)!
edit-
I've been testing this RTX editor, which is a max exporter based off the original ase exporter.
http://www.clockstone.com/rtx/
It says it's got skin/physique exporting with it, but sadly, downloading the demo files and opening them, the layout in which it's exported reads quite differently to the flyff files.
It's interesting that when opened with notepad++,
Flyff's .ase comment at the top.
That's a relatively bland output for the exporter...Code:*3DSMAX_ASCIIEXPORT 200
*COMMENT "AsciiExport Version 2.00 - Mon Jun 28 11:02:57 2004"
I'm hoping for the possibility that there is an ASE exporter v2 out there somewhere that they actually used, and not a completely custom one, hunting for it at the moment D: