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Status Updates posted by Quanon
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You may have my melty uber Dali watch. Or this watch that shows time flow within the 9th dimension. It's always handy to know whats going on at the quantum level :-p
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Hey RedRob, saberhilts are finished... I think. It's been a loooong time, though I do believe they all work as they should. Haven't heard much from J7. So not sure where he stands with all the modding going on. I'll have a peek at those sabers asap. Though I've got some internet issues atm. So not sure how soon I can get back to you with those files.
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No problem, I was planning a long time ago, to redo these tutorials.
But Kaurora refusing to work on my WIN7 made me delay a lot of things.
Now that I have a work around my Kaurora problem I can get back into action.
Plus, it seems a few people are being quiet serious into 3D now. You and Canderis come to mind. I want to be sure you know what I know, so you don't need to go and ask everytime you run into an insolvable problem.
The benifit ofcourse is that you can spread the knowledge as well, even improve!
Keep it going, it's fun to have more area modellers on the boards.
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Oh, boy... I"ve had that before. Honestly I can't really remember what my fault was.
Though, IIRC, it's the reason I do the PivotPoint => Center of Object. Then Resetxform.
If you for example rotated an object, then restxform it, it can go whack. Pffff, I can't be of more help really
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Sorry for the very late reply Canderis, but no, so far I know only version 2.0 or was it 0.2 of Kaurora was publicly released. And IIRC that one doesn't support emitters.
Send me a PM with your e-mail, I'll send you my latested version I got, t'is the one also including Lightmap support
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True, but modding is a passion
Have to wait till friday if I got the job or not... grrr... to long, I want to know NOW.
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Ahoy, sad news. I can't seem to get rid of these annoying faults in my UVWmap of the hilt. All my new attempts on the model actually made it worse, then it was before... I'm a bit on what I can attempt to fix it.
I hate to restart the UVWmapping. It's such a big job and rather boring... Fine punishment for a sloppy model >_>
If it's okay, I'll give you the working game models with the 'tiny' texture faults in them. They're only visible once you start looking for them and more up close. I don't think most people will notice it; but I just don't like the idea of releasing something that isn't 'right'
What you think on this?
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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.
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Alas, you can't do elevators in Kotor. The invisible walkmesh can't move. It's something the game engine doesn't do. Though, you could 'fake' it. Not by moving elevator itself. But the whole model around it could move up and down.
But I never messed around much with animations. And it's one thing Kaurora still doesn't handle IIRC. Still you could build something very simple, just a few boxes; to see if the trick would work.
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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.