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Quanon

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Status Updates posted by Quanon

  1. I'm aiming to get it done on sunday or monday night.

    About time I'dd get it done, I'dd say :lol:

  2. Kind of stings, doesn't it ;)

  3. Hey, just dropp'n by !

     

    Not online much ? Or is it that our time zones don't match !

     

    I'm starting to hate globes :)

  4. Héhéhé, I"m not there yet though ;)

    Just need to fix the texture issue. Plus I've got an idea, a hunch, that I might keep the visor on a seperate texture! So that it can glow in the game. Instead of being "bling effect" like the rest of the helmet.

     

    Have to fiddle around with the Hex edit though, better make a back up :lol:

  5. Olalala, lest drop an ear? :lol:

  6. Well, actually, since yesterday I've updated the tutorial thread and the discussion thread, with niffty links to the new videos. Though somehow I was certain I send out a message to you... odd... seems like I forgot :p

     

    Oh, well, here's a linky:

    Clicky

  7. Hey, DI!

     

    You want to come and play with my Bionicle featus womb monster, its really ace!

  8. Its best to start out of one object. Though you can devide/ cut it into pieces.

    That is infact, how Bioware and Obsidian did it.

     

    Its a little more involving, though you can use more polys per piece then you could on one large walkmesh.

  9. Glad you enjoyed it! :-D

    Don't forget to show off what you made, it's part of act!

    :lol:

  10. Yeah, at the entrance of your cylinder room. Where it the hallway connects.

    If look at your second render picture, you see that the render engine kind of makes a mistake there. A sharp triangle looking shadow.

     

    At that spot, both left and right, you have some floating vertices. I would connect those.

     

    EvilCorner0002.jpg

     

    EDIT: In editable poly; go to select by edge, then scroll down in the options, find the button CREATE.

    With that you can make new edges between Vertices. :)

    Just click from one vert to the other.

  11. Mmm; 3Ds Max knows a lot of differant file formats. I do think UDK supports some of them. Not sure if that applies to full levelsss.

     

    Allthough Im very certain you can get tools for 3Ds Max to import/ export for the UDK set. Once you get your model from UDK into 3Ds Max; I'dd make sure everything is an editable Mesh, not editable poly. Then I'dd take a good close look to see if any faces of your meshes aren't inverted. Exporting and importing 3D stuff, it often happens thing get turned inside out. :lol:

     

    To export everything for the Kotor games, get NWmax. Its a plugin that'll give you all the needed bits to export out your level to a format that Kaurora can use. Plus adding a mesh to use as the Walkmesh, zone where the PC/ NPC can walk on to. Then use Kaurora to compile. Then you have all model files. Other files needed are .vis and .lyt. Both contain a short list of 'rooms' your level is made off.

     

    Last bit is to setup a .Mod file.

  12. Also, another part you can clean up, is these double faces you have. In the corner of your hallway. These are Z-fighting with floor. This shouldn't crash Kaurora, I've had that sort of thing in some of my own models. Its sometimes unavoidable :)

     

    But if it's safe, delete them.

    EvilCorner0003.jpg

  13. Poeha, let me think here... perhaps the 3Ds Max logo, from autodesk? :p

  14. Ah, nuts! Seems like we miss each other :lol:

    I'll try to be online a bit more on Skype. Like that you can catch me ;)

  15. Hey, I haven't rendered your scene yet.

    I did have a peek into the file, trying to figure out a good way to do the engine glow.

     

    Once I got that, I can start to do full render. No doubt it'll take 4 to 6 hours.

  16. EvilCorner0002.jpg

     

    Also, connect these loose verts with the others of the walls. They're a bit floating about. Again, I don't see them as a major crash causing. But it's safer.

     

    To easely connect them, in Editable Poly, pick select by edge, scroll down in the options. Look for CREATE. Hit that, then hop from one vert to the other. And voila a new edge! ;)

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