Already fixed the animation, will upload a new video shortly ^^
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oh, that's cool.
Update: Electrode animation fix video added.. Changed the walking animation to something simplier then rolling, since it looked really bad without lagg XD
Make sure you do the alpha channel and save the dds with alpha. Then when in 3ds max, Open the Material Editor in compact mode, go to the texture, and under maps, select Opacity, select your dds. Then go down to Bitmap Parameters, and click Alpha under Mono Channel Output. Hope it works.
When you import an .obj, make sure it's in 2010 or higher. That way, the mesh is smoothed upon import and doesn't look blocky ingame.
I'm sorry but I don't think making something roll/spin around is a valid animation. Almost anyone with basic knowledge of 3ds max and flyff can do this.
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I fully agree with this statement...
I'm able to do pretty much anything that has to do with flyff developing, and what I can't do now, I could easily figure out if I had the time. But do I have time to do everything myself? No, that's simply not possible.
OT: Although I do agree that spinning animations hardly classify as animations, it's a start at least. Nobody else seems to be figuring out animations, but Xakzi is certainly getting there. (Last statement not including whatever animations Monster FlyFF is capable of =P)
"Figuring out" doesn't mean applying rotations to a sphere in 3ds studio, exporting it as ASE, then throwing the ASE in cola... I had ASE -> ani figured out over a year ago and it wasn't exactly difficult. Unless he's not using cola, then it's not anything we haven't seen. I remember a german server that had WoW mobs over a year ago as well. It just takes time to figure this stuff out.
I can post a video of a player character animated in 3ds studio, with full armor/weapons etc, if you'd like. Addi's converter is great, we haven't released much from it because our main project with it is very large and will take time to finish.