TheProphet Posted November 29, 2008 Share Posted November 29, 2008 It's nice to see that some things haven't changed . That is an interesting bit about the grass. I might have to try that in one of my modules. I don't know if I have any with grass though : / Link to comment Share on other sites More sharing options...
Quanon Posted November 30, 2008 Share Posted November 30, 2008 Well DI summed it up a page back, though I still have some handy textfiles around, so whenever you need the info just ask Yeah, I must atmid( admit ???) I'm addict to this 3D stuff Its just great to create things, I truely enjoy it... for some odd reason. Link to comment Share on other sites More sharing options...
TheProphet Posted December 1, 2008 Share Posted December 1, 2008 Hey guys, It's been a while since I have been around here and I was wondering if you could answer a few questions for me. First of all, I was wondering if we have yet learned how to make camera obstructions in our modules. I am making a ship interior with some small rooms in it and I would hate to have my camera pan all the way out of the module durring cutscenes as it has at times in other modules. Also, what is the situation on KAurora? Is there a newer version then the one with the Emitters? Because that is the latest one I have. Link to comment Share on other sites More sharing options...
Sithspecter Posted December 1, 2008 Share Posted December 1, 2008 Ah, still no camera obstructions in our modules . But there is sort of a way you can get around it. You can spawn non-visible doors to form a 'camera barrier' in the module. I haven't tried to see how that would work, but I think it should work in a small module. Link to comment Share on other sites More sharing options...
Quanon Posted December 2, 2008 Share Posted December 2, 2008 No news from MagnusII in ages, saddly... Link to comment Share on other sites More sharing options...
Sithspecter Posted December 2, 2008 Share Posted December 2, 2008 Yeah, I wish he'd come around more often. I guess it is a little discouraging if only a few people are using the tool he spent so long on. Link to comment Share on other sites More sharing options...
Quanon Posted December 3, 2008 Share Posted December 3, 2008 Yeah, but that was to be expected. This 3D business is for the fool-hardy, its a steep learning curve and it's slow. Loads of people get discouraged in their first 5 minutes of 3D; I think it also needs a certain "oldness". I can honestly say, that I wouldn't have been able to this properly at the age of 14/15, certain names and terms of the 3D Max make sense to me, cause I've had the basics in Math at the end of High-school. The other "great understanding" was my attempt at college( well not really a college, its called High-School here.) where I did a year MCT ( Multimedia PC stuff ). Opened my eyes on loads of things that PC-hardware do. Not my best choice in live , but this kind of stuff needs a seriousness and loads of passion. Link to comment Share on other sites More sharing options...
Darth InSidious Posted December 3, 2008 Share Posted December 3, 2008 Frankly, it's to be expected. 3D modelling is tough if you're making a sword. Making a whole new area is a step above. Frankly, the proportion of mappers to modellers in any given community is always < like that. Link to comment Share on other sites More sharing options...
glovemaster Posted December 3, 2008 Share Posted December 3, 2008 News on KAurora, I caught up with Magnus a few days back. He said he'd have another look at it but hes been preoccupied I'll fill you guys in when I see him again Link to comment Share on other sites More sharing options...
Quanon Posted December 3, 2008 Share Posted December 3, 2008 I believe its all balanced out I can't creat amazing scripts, nor is my knowledge about 2DA great, I get easly confused by those "abstract" things. Give me something visual to work with ^_^ Its how I'm wired @GM: Great try to poke him about everything Animations would be really great, could use Kaurora for weapons and stuff aswell then. Yummy Link to comment Share on other sites More sharing options...
glovemaster Posted December 4, 2008 Share Posted December 4, 2008 Yeah he asked if there was anything inparticullar you guys wanted, I said animations since i had no idea about anything else XD Link to comment Share on other sites More sharing options...
Quanon Posted December 4, 2008 Share Posted December 4, 2008 Well, being able to compile the other possible options(placeables,weapons, heads, etc) beside areas would be a great plus. This would mean we'd only have to use one program: Kaurora. EDIT: Those seem to work like 90% until you run or start fighting, animations thuss No more MDLops and replacing madness with lightsabers and such. I think it would a great publicity stunt for his career Though I think that might be asking a bit much at one time... I've no idea how MagnusII does his thing. Also I think the annoying "bug" with the exporting out anims with Max will remain. Which MagnusII can't do anything about it. Perhaps I should ask Vosh about that, it could well be that the NWmax 0.8-something is "broken" about that. Link to comment Share on other sites More sharing options...
Sithspecter Posted December 4, 2008 Share Posted December 4, 2008 I'd also like to see an emitter properties file, so we could do emitters really easily. Link to comment Share on other sites More sharing options...
glovemaster Posted December 5, 2008 Share Posted December 5, 2008 Also I think the annoying "bug" with the exporting out anims with Max will remain. I've haven't had time to look at that, I will have a look at the GMax version to the Max version, though the code will have to be a pretty obvious difference. I don't have time to learn MaxScript But since its the 3d shapes to ASCII, which is pretty easy to understand, I might be able to do something. If there is anyone who can have a look at it then its worth asking I'm a bit busy with mock exams at the moment >.< Link to comment Share on other sites More sharing options...
Quanon Posted December 5, 2008 Share Posted December 5, 2008 Well, the animkeys get exported out, but all info about the 3D mesh is lost. I'll do some test tonight, see whats the deal about it. Link to comment Share on other sites More sharing options...
Sithspecter Posted December 6, 2008 Share Posted December 6, 2008 I'm also having some problems exporting, but it's just with regular items like helmets and guns. Some of the UV coordinates get screwed up almost no matter what I do. It's very frustrating. Link to comment Share on other sites More sharing options...
Quanon Posted December 6, 2008 Share Posted December 6, 2008 Seen your thread, its odd with color stuff. Normaly when the UVW gets messed up, you get the black and bad strecthing of the texture applied to the model. Have you tried to get the helmet in game without any texture, perhaps its something like a double face, Z-fighting stuff. You know two Faces at the same spot, gives weird rendering results. Engines can't show that correctly. Link to comment Share on other sites More sharing options...
Sithspecter Posted December 7, 2008 Share Posted December 7, 2008 AAARRGGH!!! I re-did the whole think and completely re-mapped it and all. And it still didn't work. I screamed at my computer for a little bit... Guess I'll start on it again... Edit: I think it must have been something in the texture that did it. I moved the whole UV map down, and that fixed it. Link to comment Share on other sites More sharing options...
Quanon Posted December 7, 2008 Share Posted December 7, 2008 Thats... euh really weird... Link to comment Share on other sites More sharing options...
Sithspecter Posted December 8, 2008 Share Posted December 8, 2008 Yeah, something's really bugged up somewhere along the line... Link to comment Share on other sites More sharing options...
glovemaster Posted December 8, 2008 Share Posted December 8, 2008 I've had a look at the NWmax versions and there is no difference between them that I've found so far, I'm sure the rest is just UI stuff though. As I guessed there must have been a change in NWmax from 3ds max 6 to 09, it might be something as easy as getAnimkeys() is now getAnimationKeys(). (not really thats just a made up example) On the other hand the functions may have been replaced completely with something else. Unfortunately I can't find any actual documentation on any changes in MaxScript since it apparently has come from no where and Autodesk don't really care about it. Your gonna need some MaxScript veteran whos got a lot of free time it seems. = / Link to comment Share on other sites More sharing options...
Quanon Posted December 8, 2008 Share Posted December 8, 2008 Guess will have to import into G-Max -using the the ASCII, as exporting to .3DS often makes of your model- then animate the stuff we want. Anyways GM, I've been working on these masks for our Scrapyard game, a small teaser for you all Well not that small, as this ain't public Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) Show spoiler (hidden content - requires Javascript to show) And I still got 2 others, which I made for somesort of Mandalorian mod thing, but it seems the "noobs" which started that never completed it. Besides these are my creations, so I'll dumb them in anyways Link to comment Share on other sites More sharing options...
glovemaster Posted December 9, 2008 Share Posted December 9, 2008 Hey those are awesome, I love anything you make anyway Well at least we have some player rewards in the making and anything you wanna chuck in I've said before: Just chuck it in I'll throw in a few weapons and stuff from the game too, just to notch up the amount of junk you can buy I actually thought of a Splinter Cell-esque mask lookin at those, that is pretty amazing Show spoiler (hidden content - requires Javascript to show) Link to comment Share on other sites More sharing options...
Quanon Posted December 9, 2008 Share Posted December 9, 2008 I'll have to think up some guns about 3 of'em should do. Not sure what and how they should look... Link to comment Share on other sites More sharing options...
glovemaster Posted December 9, 2008 Share Posted December 9, 2008 If we can really be bothered then we'll go all out and add rockets and tazers or something, IIRC someone was working on a mod like that... We'll have to ask about compatibility. Otherwise we can just go with some humongous rifles and Star Wars sniper type things. Link to comment Share on other sites More sharing options...
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