UGX-Mods

Call of Duty 5: World at War => Help Desk => Modding => Topic started by: KhelMho on August 15, 2016, 10:22:55 am

Title: Black Ops 2 Weapons Mesh - Damage
Post by: KhelMho on August 15, 2016, 10:22:55 am
Something wrong with this model. How can I fix this?  :(

MSMC
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimgur.com%2F8zMxqvB.jpg&hash=342789c1cee17f446959623edc333b70945c5b8b)

MP7
Spoiler: click to open...
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimgur.com%2FB7YcD4g.jpg&hash=59af6e2706cb57dd6752e5bc09a4b06820bdf0e6)
Title: Re: Black Ops 2 Weapons Mesh - Damage
Post by: Harry Bo21 on August 15, 2016, 10:49:56 am
When Assman advises it removed "digenerate tris"

This is what it's talking about

They must be edited in maya to resolve this
Title: Re: Black Ops 2 Weapons Mesh - Damage
Post by: KhelMho on August 15, 2016, 11:22:09 am
When Assman advises it removed "digenerate tris"

This is what it's talking about

They must be edited in maya to resolve this

How? "digenerate tris"  :-\
Title: Re: Black Ops 2 Weapons Mesh - Damage
Post by: Scobalula on August 15, 2016, 01:41:19 pm
How? "digenerate tris"  :-\

There many ways, most popular is to make all moving parts their own mesh and combine rest to one mesh that is binded to j_gun (note that sights, etc. are considered moving parts for hidetags, but you can ignore them if you aren't using sights.).
Title: Re: Black Ops 2 Weapons Mesh - Damage
Post by: KhelMho on August 15, 2016, 02:58:03 pm
There many ways, most popular is to make all moving parts their own mesh and combine rest to one mesh that is binded to j_gun (note that sights, etc. are considered moving parts for hidetags, but you can ignore them if you aren't using sights.).

Copy that  ;)