How are people making models now? Please read.
Posted: Sun Aug 25, 2019 10:14 pm
I've racked my head for 3 days, scoured the forum. I do everything step by step, but everytime I convert to .saf my models will not work in game, I only get the default bike model and a scrolling text of cannot load this, and that. Here is my process.
Process #1 as described by Youtuber in "how to change parts in Blender video" here I am just trying to get a .JM exported by me to work.
Step 1: Make folder, drag and drop every .JM, and PNG from a working/tested bike model/skin
Step 2: Open .blend file included with the pack, there are 4 objects frame, swingarm, upper, and lower forks
Step 3: Click/highlight frame, Ctrl+A and click Rotation and Scale
Step 4: With frame still highlighted export .JM file overwriting the previous frame file (same file name)
Step 5: Convert to .saf
Doesn't work, default bike in game
Process #2 as described by a forum post and youtube video
Step 1: Open MXS Pivot Points 2, append blend file from process above
Step 2: Line up whole bike with pivot points
Step 3: Select Frame, Swingarm, Upper and Lower forks one at a time and press "A" in edit mode, select all, tab back to object mode
Step 4: Make sure no pivot points are selected in Edit mode
Step 5: First select swingarm, then shift+select swingarm pivot
Step 6: CTRL+J to join
Step 7: Tab to Edit mode, confirm swingarm is highlighted and pivot is not
Step 8: In Edit mode press "P" and seperate selection
Step 9: Click swingarm, press CTRL+A and apply Rotation and Scale (I've also tried leaving both swingarm and pivot point highlighted)
Step 10: Click swingarm and export as .JM
Step 11: Repeat steps for Frame, Upper and Lower forks
Step 12: With all .JM and PNG collected in 1 folder convert to .saf
Doesn't work, default bike in game
I have to be missing something. I have successfully edited models in Guild Wars 2, a game where nothing like that is supposed to be possible but somehow this game is still harder. I just want to make my bike from real life and make parts and tracks for other people to use, what am I doing wrong? I have been working with this model http://forum.mxsimulator.com/viewtopic.php?f=25&t=50778
Process #1 as described by Youtuber in "how to change parts in Blender video" here I am just trying to get a .JM exported by me to work.
Step 1: Make folder, drag and drop every .JM, and PNG from a working/tested bike model/skin
Step 2: Open .blend file included with the pack, there are 4 objects frame, swingarm, upper, and lower forks
Step 3: Click/highlight frame, Ctrl+A and click Rotation and Scale
Step 4: With frame still highlighted export .JM file overwriting the previous frame file (same file name)
Step 5: Convert to .saf
Doesn't work, default bike in game
Process #2 as described by a forum post and youtube video
Step 1: Open MXS Pivot Points 2, append blend file from process above
Step 2: Line up whole bike with pivot points
Step 3: Select Frame, Swingarm, Upper and Lower forks one at a time and press "A" in edit mode, select all, tab back to object mode
Step 4: Make sure no pivot points are selected in Edit mode
Step 5: First select swingarm, then shift+select swingarm pivot
Step 6: CTRL+J to join
Step 7: Tab to Edit mode, confirm swingarm is highlighted and pivot is not
Step 8: In Edit mode press "P" and seperate selection
Step 9: Click swingarm, press CTRL+A and apply Rotation and Scale (I've also tried leaving both swingarm and pivot point highlighted)
Step 10: Click swingarm and export as .JM
Step 11: Repeat steps for Frame, Upper and Lower forks
Step 12: With all .JM and PNG collected in 1 folder convert to .saf
Doesn't work, default bike in game
I have to be missing something. I have successfully edited models in Guild Wars 2, a game where nothing like that is supposed to be possible but somehow this game is still harder. I just want to make my bike from real life and make parts and tracks for other people to use, what am I doing wrong? I have been working with this model http://forum.mxsimulator.com/viewtopic.php?f=25&t=50778