021310061976
08-10-2006, 01:57 PM
i've searched around and haven't found a solution that helps, so i figured i'd ask...
i've been experimenting with some simple editing of TSL character bodies. nothing major, just some simple moving of vertices. i've got the hang of the whole decompile/import to gmax/edit/export/recompile process, but i'm having a problem. i've noticed that when the model is imported into gmax, there are unwelded vertices in a few places, and they screw with the smoothing when the model is used in the game. when i weld the vertices in gmax and export, some, but not all of the welded vertices form spiky protrusions on the character's body in the game, the points of which seem to remain stationary in relation to the character's motion, such as when the torso shifts from side to side while running. this occurs even when the vertices have been simply welded and not moved.
i'm guessing it has something to do with vertex weighting? any ideas will be greatly appreciated.
i've been experimenting with some simple editing of TSL character bodies. nothing major, just some simple moving of vertices. i've got the hang of the whole decompile/import to gmax/edit/export/recompile process, but i'm having a problem. i've noticed that when the model is imported into gmax, there are unwelded vertices in a few places, and they screw with the smoothing when the model is used in the game. when i weld the vertices in gmax and export, some, but not all of the welded vertices form spiky protrusions on the character's body in the game, the points of which seem to remain stationary in relation to the character's motion, such as when the torso shifts from side to side while running. this occurs even when the vertices have been simply welded and not moved.
i'm guessing it has something to do with vertex weighting? any ideas will be greatly appreciated.