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3rd Party Documentation
PostPosted: Thu Mar 07, 2013 9:48 pm
by termi
Ive only just started putting it together so its not quite extensive, but its a start, check it out at
Http://www.blade-symphony.com/3rdparty/
id love your feedback, comments etc. and ill be adding to it over time
Re: 3rd Party Documentation
PostPosted: Fri Dec 13, 2013 8:43 pm
by TooL
I think it needs a lot more order. Doing stuff for source is already a pain in the butt and with the layout of the stuff now It's like Make your model and then add your material..oh you haven't made your mat yet? go look at the other section then come back, instead of just putting it right in order from the get go.
As you're exporting all of a sudden you say the collision mesh with no other mention of exactly what it should be, should it be more or less a box the same size as your sword? Should it be a how poly version of the sword?
Re: 3rd Party Documentation
PostPosted: Sat Dec 21, 2013 3:10 pm
by inightfaller
I'm trying my best to follow your workshop tutorial to the core, and yet some stuff in there is unfortunately a little unclear, can be confusing to people that have never done anything like this before, and can be a tad bit misleading. (One lack of clarification is with the collision mesh, as already stated)
I found that some of the paths told are not actually valid paths (unless I modified some batch files) Last night after trying several things I took a break, and now today I have my model loaded in fine, however there was some confusion with the texture paths as well. I'm working only with the sword itself, with no extras. Also, I would like to say that I cannot figure out how to bring the console window to bring turn the cheats on. It says even in my bindings that F10 is my binding, and after pressing it in and out of ai matches, tutorials, online matches and main menus, the console would not come up, so I cannot directly test my sword. (You need to enable the developer console in controls???)
With all this being said, I want to see Blade Symphony do well, and the mod community is going to be a huge driving factor to this game. (In my opinion) My goal is to create a video in the very near future giving a bottom-up tutorial on how to do this, even if you're new to the mod universe.
With all this being said, thanks for the game!
Re: 3rd Party Documentation
PostPosted: Mon Dec 23, 2013 1:56 pm
by KindredPhantom
I'm trying my best to follow your workshop tutorial to the core, and yet some stuff in there is unfortunately a little unclear, can be confusing to people that have never done anything like this before, and can be a tad bit misleading. (One lack of clarification is with the collision mesh, as already stated)
I found that some of the paths told are not actually valid paths (unless I modified some batch files) Last night after trying several things I took a break, and now today I have my model loaded in fine, however there was some confusion with the texture paths as well. I'm working only with the sword itself, with no extras. Also, I would like to say that I cannot figure out how to bring the console window to bring turn the cheats on. It says even in my bindings that F10 is my binding, and after pressing it in and out of ai matches, tutorials, online matches and main menus, the console would not come up, so I cannot directly test my sword. (You need to enable the developer console in controls???)
With all this being said, I want to see Blade Symphony do well, and the mod community is going to be a huge driving factor to this game. (In my opinion) My goal is to create a video in the very near future giving a bottom-up tutorial on how to do this, even if you're new to the mod universe.
With all this being said, thanks for the game!
If players such as yourself provide more information on the areas that are lacking in the documentation then it will help in improving it further.
To solve the issue of the console refusing to come up, which is a common issue in Source based games then you can try adding the shortcut -console in the launch options of Blade Symphony.
Re: 3rd Party Documentation
PostPosted: Wed May 21, 2014 10:04 am
by Coregazer
Hi KindredPhantom,
I don't know about insightfaller's experience; overall I found your guide to be quite helpful and followed it to the T in order to get my sword in-game, however, I fell short when I could not get the correct size for the sword model to be accepted by the game. This was after downloading the bounding box mesh and ensuring my model was completely encompassed by it.
I feel the guide on sizing the sword correctly could use a little tweaking for clarification (there are six axis in 3ds now?) and I wouldn't mind seeing a bounding box with both minimum and maximum size boxes so that developers can get the size accurately. I'd also love to see a basic sample sword mesh for size/scale reference as well, if you can afford it.
Other than that, I would like to see more information on how UV maps are determined and how textures are applied in-game, so that we can make textures which will apply to the model correctly before organising the files to be put in game.
Re: 3rd Party Documentation
PostPosted: Tue Oct 28, 2014 5:54 am
by TooL
Been a while since I posted here but I'm again looking to get into this (give it another shot I guess). Pretty sure I figured out how to get things exported for Source and was just checking the doc again and came up with a question.
Is there a character model that we can download to check the grip of the sword against? I saw in the doc it mentioned trying to make sure the grip would fit in the hands of the characters nicely and mention of a stance but never saw a character we could possibly open in Max/Blender (whatever program) and check ourselves while modeling.
If I manage to get the sword working and such then I might actually make a video on what you have to do to make things work.
Re: 3rd Party Documentation
PostPosted: Tue Oct 28, 2014 3:02 pm
by KindredPhantom
Been a while since I posted here but I'm again looking to get into this (give it another shot I guess). Pretty sure I figured out how to get things exported for Source and was just checking the doc again and came up with a question.
Is there a character model that we can download to check the grip of the sword against? I saw in the doc it mentioned trying to make sure the grip would fit in the hands of the characters nicely and mention of a stance but never saw a character we could possibly open in Max/Blender (whatever program) and check ourselves while modeling.
If I manage to get the sword working and such then I might actually make a video on what you have to do to make things work.
I think you just try it on one of the characters models in a modelling program.
Re: 3rd Party Documentation
PostPosted: Tue Oct 28, 2014 4:11 pm
by TooL
K got it all decomp'd and will check later
Never thought of checking through the files to actually find player models (used to them being binary etc in other games)
again, if I get the export working I'm gonna do a nice writeup/video (Mainly cause there is at least 2 tools that are WAAAAY easier and more updated than fodders thing and the wunderboy plugin for 2012 *you can use 2015 with it
)