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Status Updates posted by Quanon
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IIRC; I got the marble from Mayang Textures or CG Textures websites. Allthough I also have 2 PDFs with a range of marbles at big resolutions 2000x3000pix stuff.
Thing is I cant't upload much, atm I'm using my smartphone as modem to get on the internets. So it's a bit expensive. My internet woes should get solved this month though. Then it would be easier to share my resources :-)
For your other question: no a saberhilt must be 1 object. That's because of the 'replacing' stuff in MDLops. It doesn't allow to replace to 1 mesh with 2 others. And we're using the replacing thing so the animations would work properly.
I don't think anyone has solved the anim problem fully. Though... Mmm, I think an old modder, named Vosh or something posted a lot on sabers and 3D models. But I can't remember if he had a method that worked.
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It where some fun days! Great many things to eat and had a blast giving a neat present to my young cousin :-p
Looking forward to see more of your mad modding plans! Guess where in the same boat, to many plans, so little time!
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It's not that complicated, to get the model in the game. Creating a walkmesh, that blocks off the players is abit more involved. Though, these new placeable walkmeshes seem to break my own walkmeshes, in my custome made areas.
But if your reusing game areas I don't think it should cause any troubles.
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Just keep practicing, eventually you"ll make real killer areas
You've got a good start, as I saw in your WIP thread ^_^
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Just the floor. I've had bad experiences with walled walkmeshes.
It caused a ton of problems for me, then again, it didn't seem such a hassle for SS.
Go figure
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Lets say I found, what I think is, a good workflow to approach the texturing job.
I don't think I'll show you grand revelations.
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lol, I know of Mayang
For about 6 years
Don't forget to check these out:
Very big extensive site, very well organized. Mayang had a drop out a few years back and so I found out about this site.
IIRC: not everything is free and they offer more then just textures.
http://www.sharecg.com/b/6/textures?PSID=14621f6fe1337128f8da4d6c1b0b08b0&interstitial_displayed=Yes
Not a lot, but very good quality in differant small sets.
http://www.openfootage.net/?cat=3
A lot textures, of all of kind of materials, though it isn't always the highest quality.
http://www.imageafter.com/textures.php
Not a lot, but good quality in differant small sets.
http://www.bittbox.com/category/freebies/page/4
Like that you'll never be without!
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lol, well my tricks aren't that complicated
Its just how you approach the detach thingy.
I'll write it down in a text file. I'd say its not perfect but it moves things along a bit faster for me. Mainly on things I got copies of.
Say some sort of pillar, you use used like 10 times.
Anyway I'll look into it ASAP.
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Meeps,
Just to let you know, I've been messing about with the mask-head.
Though no positive results so far, besides the funny big-head thing
Actually I'm a bit worried, results of my tests went from bad to worse, to game crashing... :-S
Not sure what's so differant than adding a cube to a head.
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Méh, I get bored to quickly these last few weeks, I can't seem to keep it up at the moment.
So I decided to have nice long break untill it itches so hard I'll explode
We all know stopping forever is NOT an option
Don't worry I won't leave the scene, but I'm not producing stuff.
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Mmm, not likely; did you get some usefull info on the the dummy in 3Ds Max?
Kaurora still only handles the AuroraDlights and emitters, nothing else.
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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.
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.
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Mmm... Odd...
A second thought came up. Did you use another sort of material on one of your meshes. "Arch Design" is not the standard material 3Ds Max uses.
I know the export script doesn't like the other materails. I know this because for certain renders I tweaked material to emit a nice glowly light. I once forgot to change it back and I got all sorts of bugs.
I'dd check that out. I think it might be something within a Multimaterial on slot 19 that causes this error.