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Status Updates posted by Quanon
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Thanks for the hard work Redrob. It's odd though... Whenever I tried to fix that UVW it turned out worse in the game itself.
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hmmm, I used that before, but somehow the extrude makes my walkmesh broken, it always crashes the game or Kaurora... When I remove the walls it all works =/
Perhaps the linetool is evil to make walkmeshes.
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Thanks RedRob and SilverEdge
It's all hard to describe sometimes, it's such a crazy swirling madness going on in my head the last few weeks. I seem to have lost a lot, oddly I wasn't really aware of it anymore. But, it's getting better.
Being at the hospital, has taken away a lot of stress and fears. Getting yourself back is an odd experience. I'm hoping I can go home soon
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Héhéhé, I think it's pretty okay, for your first more serious try outs at this.
I can't expect you do to some crazy 3D out of nothing
Well the factory is still kind of BLOCK on BLOCK. I'm not saying you should switch to cylinders, but you can mess around with adding in extra edges. Like that you "cut" up your block in more faces. And some of those faces, you can extrude inwards or outwards.
Again, creating new edges, you can then use to move up or down. Anyway, hard to put into words
Plus, I can't do it for you, 3D is really DO IT YOURSELF and get BETTER. Takes some time, I've been at the start.
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I think another bit that might have caused the messy UVW; is that the saber was made out of several seperate objects. I then attached them all to oneanother to form "1" object.
Which I then UVWmapped. I do know from experience to correct the UVW map you can detach 'to element' all the bits of your model; as you mapped the model. Or in some lucky cases just a few bits needed to be detached.
But with this model... I didn't get a good result :-S
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Ah, danggit x-D
It's the one you asked for a copy of Kaurora: that can edit emitters!
I knew I've forgot something. I'll get to it asap!
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hmm, guess GloveMaster might be right about that
He said to me that the walkmesh might not like to have two verts on the same spot,X axis and Y axis the same, but differant Z axis.
Hmm, so far I have been a bit to lazy to test that
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Héhéhé, cool stuff
Well, the more you'll mess about with this; the sooner you'll find a good work-method. Took me awhile to find out ther right order of steps. To get a good area in game, which only has a few small bugs/ problems to solve.
Wasted many hours on just that
If anything, once you start 3D, expect to work on it for a loooooonnng while. Before seeing any real result.
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Thanks DSTONEY, hadn't thought about that just yet
When I get the full model done nicely ingame I'll send you the files.
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Oh, I have no idea when Magnus will get it done.
Though, you still need the originale NWmax.
Mag, only adjusted the export script, not the whole plugin
So I would download it.
If you want, I can PM you this new "beta" version. With the updated script file.
But be warned, keep the old script file. There's a small bug in the one Magnus made; mainly about exporting out walkmeshes.
So at the moment you need to switch around files.
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Hey, a small update on the video thing; I started today, but... boy. First session 3Ds MAx crashes >_>
Second try the recording program crashes... >_<
AAAARRGHHHH, maddening!
And both times I was already bussy for like 25 minutes or longer...
Anyway, I'll get it done, though perhaps a bit later then expected.
Sorry about the delay, but it seems my machine just doesn't want to cooperate today.
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He founded one of these meshes in the Nar-Shaddaa models, one of the cantina models I thinks. And its only a ruff shape of the walls of the model.
IIRC you could make on yourself easly: Its like making your walkmesh, but detach the walls to a new object.
Then via the Material Palette apply the NONE material, thats just to be safe
Then its just converting to Editable Mesh or Trimesh and slap the Walkmesh Modifier on it.
It should turn to white then, which IIRC points to the obscure type of the Walkmesh material.
Though make sure you're model is made of 2 parts and export it in 2 parts:
1) with the model and the "Obscure" wall mesh
2) with the real Walkmesh
Kaurora can't handle 2 walkmeshes it'll crash otherwise.
Its about what I and GM tried out.
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You could use a AuroraDlight, give it some "big" values in its settings and it'll pretty much act as a sun. Though I'dd use lightmaps to enhance the feel in your area. T'is a ton of extra work though. I've been messing around with a plugin in for 3Ds Max that streamlines teh whole lightmap business, but it isn't FREE.
And I haven't seriously tested it out in the game itself.
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Well, its best to first create your walkmesh in 1 shape. Then you can indeed devide it a few parts. Where you "hop" from one part to another.
I believe I wrote a tutorial for Dis on this. I'll dig about my HD, must be around somewhere
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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.