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January 31st, 2005, 01:21 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: OT: Setting up new parts with Doga
Setting up parts is most terrifying. You need to render them, create a thumbnail for each picture. Create a bigger Thumbnail featuering EACH single render. Then you need to edit the parts.ini file, in addition you need to edit all the parts you want to add to fit a certain theme, i.e. Ball01, Ball02 and so on. This majorly sucks. No way i will do that work more than once. To make it EVEN worse, each library/Thumbnail only features a maximum of 16 parts. Downloaded a hundred parts ? Oh well, go and create 6 thumbnails then...
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January 31st, 2005, 03:16 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 31 Times in 19 Posts
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Re: OT: Setting up new parts with Doga
Rag - it used to be a terrifying. I had to do it many times. Now with the latest version of L3, it recognizes the INI files automatically. No editing.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 31st, 2005, 06:01 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: OT: Setting up new parts with Doga
WTF: i downloaded l3 including the highres textures. STILL it seems it wont "automaticly" import them the way you described it. I still have to create a folder with thumbnailes and a "major" thumbnail, is this right ?
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January 31st, 2005, 06:06 PM
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Major General
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Join Date: Jan 2004
Location: Germany / Bielefeld
Posts: 2,035
Thanks: 33
Thanked 18 Times in 12 Posts
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Re: OT: Setting up new parts with Doga
Yo and while im at it. Today i downloaded this metasquee tool to export and import stuff into DoGa. I created a fighter launch system in 3dsmax, exported it as 3ds. I then opened it into metathingy and choose to export it into doga. Now starting doga, the part shows up just fine. But it wont apply textures at all. It seems it has still the incorporated material/base color which was automaticly added within 3ds. Is there any way i can "clean" it up, or do i have to choose specific options to allow a proper import ? Ty you a lot.
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January 31st, 2005, 07:35 PM
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Second Lieutenant
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Join Date: Mar 2004
Location: Somewhere out there...
Posts: 432
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: OT: Setting up new parts with Doga
AT, the links you provided in the quote save in a *.lzh format. How do I use these? Also, what did you mean by Doga L3 or better???? Is there a higher version?
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January 31st, 2005, 08:24 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 31 Times in 19 Posts
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Re: OT: Setting up new parts with Doga
You will have to ask Todd over at the Doga English site guys.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 1st, 2005, 01:19 AM
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Sergeant
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Join Date: Feb 2002
Location: Canada
Posts: 346
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: OT: Setting up new parts with Doga
As a bit of a side note, here are some of the robot models created by users and posted on the doga website. They were originally for doga2 but this handy-dandy zip has them all converted to doga3. For all you lazy bastiches out there.
Doga3Bots.zip
Just decompress and then put the folder in DOGACGA->data->l3_samp->connection->human->robot folder
If you happen to reverse engineer any of these into some interesting Space Robots please post them so I might be able to finish my Giant Robot Mod.
__________________
I do not know with what weapons World War III will be fought, but I know that World War IV will be fought with sticks and stones.
-Albert Einstein
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