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[Guide] About the Conquer III (C3) Game Engine (Includes Editing Tools)

Discussion on [Guide] About the Conquer III (C3) Game Engine (Includes Editing Tools) within the CO2 Weapon, Armor, Effects & Interface edits forum part of the CO2 Guides & Templates category.

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Old 02/06/2014, 21:25   #46
 
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well while trying to export the model using the plugin here what it results :

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Old 02/06/2014, 22:25   #47
 
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Your weights are wrong they have to be 1 or 0.5 and no more than 2 bones can be assigned to each vertex. (TQ doesnt use weights as you would expect, they basically use 1 if there is only 1 bone assigned and 0.5 if there are 2 bones assigned).. Please note that the exporter will only work with values of 0.5 or 1.0
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Old 02/06/2014, 22:57   #48
 
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Quote:
Originally Posted by Ultimation View Post
Your weights are wrong they have to be 1 or 0.5 and no more than 2 bones can be assigned to each vertex. (TQ doesnt use weights as you would expect, they basically use 1 if there is only 1 bone assigned and 0.5 if there are 2 bones assigned).. Please note that the exporter will only work with values of 0.5 or 1.0
i just converted the c3 to 3ds then i export it back but it feels that it's exported like an object , about bones u mean i should regid the body ??
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Old 02/06/2014, 23:50   #49
 
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Yep, the importer doesnt import the bones so you need to rig the body again. BUT u will never be able to edit an existing body because we do not know the bone mappings tq meshes have anything between 1 and 200 bones per mesh, each bone does a different thing. they are not structured like a skeleton so much either. more like Movement points.
So good luck trying to edit an existing body, Your gonna need to make a new one from fresh wich means existing animations will not work.
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Old 02/07/2014, 01:27   #50
 
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Yep, the importer doesnt import the bones so you need to rig the body again. BUT u will never be able to edit an existing body because we do not know the bone mappings tq meshes have anything between 1 and 200 bones per mesh, each bone does a different thing. they are not structured like a skeleton so much either. more like Movement points.
So good luck trying to edit an existing body, Your gonna need to make a new one from fresh wich means existing animations will not work.
Well so i should back just to texturing no more as I couldnt edit an existing body that i did not create , anyway thanks for help but i have a question then I think this plugin became useless until you will spend like a week or smth creating an armor and applying it to the motion files that you will not recognize them.

Edit:
I've just seen a video exporting motions but i think that could be useful in mounts, monsters and npcs only.

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Old 02/07/2014, 09:25   #51
 
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armos / bodies / heads are a tad more complicated than you think.

Objects / Weapons / items are pretty simple todo

basically in order edit bodies, we need there rigs

(there are ways todo it)
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Old 02/08/2014, 15:09   #52
 
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actually i did reverse the rigs with ulti and hyberkill's help. Creating new models using existing animation library is 100 possible, but it aint for the faint of heart. Likewise, I'm assuming the tq bones could be driven by a max biped rig, like a proxy i guess, and it's possible to save new animations out for the existing rigs (small and large male and females = 4 main rigs)

It took some time for us all to level up to the point that we knew what we were doing, but i could release my new models that work on the existing animations. My models have actual working hands. With fingers lol.
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Old 02/09/2014, 01:45   #53
 
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Thread cleaned. Please keep on topic.
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Old 04/03/2014, 18:41   #54
 
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The engine on picture one looks like Unity3D's one...
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Old 04/26/2014, 10:28   #55
 
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What about Zero Online server source
Not enough for Zero Developer Not fair
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Old 04/27/2014, 00:39   #56
 
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What about Zero Online server source
Not enough for Zero Developer Not fair
Zero Online actually uses this very engine: the Conquer III game engine. If you're looking for a Zero Online official source, you're not going to have any luck; however, the base that TQ used to create their 2.5D games is publicly available. Take note though, it's only a base - meaning that YOU CANNOT MAKE A ZERO ONLINE SERVER FROM IT without years of work and a very talented team of developers. The binaries are available... but those a very illegal to use.
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Old 08/17/2014, 14:25   #57
 
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Thanks for sharing the export plugins, 3DS Max 2010 64-bit here.
I'm modeling basic low-poly weapons for Conquer and trying to get rid of the bad habits I used to have in the creation process.

Anyway, I have some questions in mind related to these new plugins and resources I hope you can clear:
- Can we succesfully export custom weapon effects and skills ?
- Can we import, modify and export existing weapon effects and skills ?

Thanks.
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Old 08/17/2014, 18:23   #58
 
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Originally Posted by Opale View Post
Thanks for sharing the export plugins, 3DS Max 2010 64-bit here.
I'm modeling basic low-poly weapons for Conquer and trying to get rid of the bad habits I used to have in the creation process.

Anyway, I have some questions in mind related to these new plugins and resources I hope you can clear:
- Can we succesfully export custom weapon effects and skills ?
- Can we import, modify and export existing weapon effects and skills ?

Thanks.
With the plugins provided, you *should* be able to using the c3 file format.
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Old 10/01/2014, 15:42   #59
 
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"With the plugins provided, you *should* be able to using the c3 file format."

Is an answer from someone who has no idea what *should* be possible, let alone what is. Who are you and who told you that you were an artist? Why did you release this thread if you cant help ppl use the tools? Why do you have multiple stickies in the art dept when you obviously arent even an artist, stickies you gave yourself lol. You're just like dividedby0 who really as we can now see, just wanted credit for releasing. He wasn't looking to help ppl as he claimed, because time has proven he couldn't. Are you the same?

@Opale - Yes you can do weps and glows, but no you cannot import into 3d max with these tools. You can also however successfully create effects, npc's, and animation. Not just weaps and statics like the old exporter which was unable to respect most translations in max.
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Old 10/02/2014, 01:04   #60
 
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I'm confused as to what this topic is about. A lot of those tools aren't...really..useful for conquer online modding, they are more to do with creating an entirely new game with the "Conquer III" engine. The only useful download for editing conquer on this topic is the c3 export plugin which to my knowledge, has already been public for a pretty long time. Yes I am aware that there was an incomplete release, this is newer, but has still been public.

The reason i mention this is due to it being placed, and stickied, in the "Co2 wep-armor-effects-interface-edits" section, which would normally be fine, but as Zatoichi mentioned, you can't really help anyone as you don't appear to know anything about the export plugin or its capabilities, unlike artists such as Zatoichi who has, quite literally, mastered the art of modding this game.

Respectfully I would like to ask that you leave modding to the modders. Or pick it up and learn a bit before stickying your own posts.
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