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OT: DoGa import/export issues ? HERE !
Hey everyone,
i recently downloaded two archives containing new doga parts. Now i cant get them to work. I can manually choose to add them with the "add part from files" thingy, but thats pretty time-expensive. Is there any way to make them show up just like "regular" parts ?! I read to decompress the archives (mecha and basic parts) into the common/parts folder, but still i always have to manually choose them. Can anyone help me ? |
Re: OT: Setting up new parts with Doga
Yes, but you will have to ask Todd Z over at the DOGA english site. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: OT: Setting up new parts with Doga
Could you post up a link for the parts you found??? I can't seem to locate any, even on the Doga site.
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Re: OT: Setting up new parts with Doga
http://www.doga.co.jp/english/
http://www.doga.co.jp/english/bbs/bbs.cgi Quote:
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Re: OT: Setting up new parts with Doga
any way to get the new parts listed with the rest?. I seem only able to access them by choosing parts from the file.
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Re: OT: Setting up new parts with Doga
Thanks for those links AT. That forum over at DoGA is a piece of crap for trying to find anything.
BTW, I downloaded the new Beta for L3 and it freakin rocks. Taz posted a link to it in response to my problems over there. Turin[img]/threads/images/Graemlins/icon42.gif[/img] |
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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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.
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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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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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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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Re: OT: Setting up new parts with Doga
You will have to ask Todd over at the Doga English site guys.
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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. |
Re: OT: Setting up new parts with Doga
Are you sure about those instructions?. I can't get the parts to display.
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Re: OT: Setting up new parts with Doga
When you go to create a multi-joint model-> Modify existing multi-joint model and thn select DOGACGA->data->l3_samp->connection->human->robot folder you should get a list of robots with their pictures (except for Ge001 and Gx001 both saying "No Picture"). Click on any of the pictured Bots and it will automatically load the bot.
The two without pictures are a little more complicated. Truth be told, I forgot to connect them when I loaded up the Zip. Regardless, they can be a good training tool now. When you select one of these the multi-joint model won't recognize the updated components. It will ask you to select a replacement. Select "yes". Then select the appropriate part from the folder bearing the nme o he wanted robot. For example, you want to see Ge00. Select the "No Picture" for Ge00 in DOGACGA->data->l3_samp->connection->human->robot. It will ask you for an alternate for Ge00BODY.L2P. Look in DOGACGA->data->l3_samp->connection->human->robot->Ge00 and select Ge00BODY. It will then ask you for the next part, etc, etc. If you forget what peice you are looking for just look at the top of the window and it is listed. While ths may sem like a bit of a pain, you're right, it is. Be happy though. Ge00 and Gx00 hae relatively few parts. I have one called LEDGWS that has @100 parts and is a hell that I have not even started yet. Let me know if you have any other difficulties and a little detail of what might be going wrong. |
Re: OT: Setting up new parts with Doga
Ah right, got them now. Didn't realise they were multi-parts.
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