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Everything posted by AshuraDX
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A technical point of view for damage of Unstable Lightsabers
AshuraDX replied to Xeby's topic in Mod Requests & Suggestions
@@Xeby there is one thing that makes no sense to me: Why did you even bother making this thread if you are just going to ignore any other suggestions than your own? -
1. There is a shader parm to make surfaces with that shader nonsolid, that's what I would use. 2. I think the best way will be to use light emitting shaders instead of placing random point lights. This will also force you to think about where you place your lights. When it comes to compiling there isn't a single "best" preset of command switches you should use. It mostly boils down to personal preference and how much time you are willing to invest into the compile. 3. Iirc you could do this with a func_useable linked to a movetarget entity.
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Q3map will convert the quads from the obj model into triangles anyway - so that is not going to change anything. In fact it does the same with brushes. You will also need to build a brush hull around the model for vis.
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A technical point of view for damage of Unstable Lightsabers
AshuraDX replied to Xeby's topic in Mod Requests & Suggestions
Let me drop this here: Source:http://starwars.wikia.com/wiki/Kylo_Ren%27s_lightsaber It seems that kylos unstable blade is not unstable due to a lack of power or a "bad" focusing system but instead due to an overexcess of power which can not be contained and confined to the highly compressed state of a regular lightsaber blade. It lashes out like a raging fire. It does not just fuck up whats hit by the main core of the blade but also wrecks whatever is hit by the random sparks around the blade. Therefore I would up the damage or keep it the same as with regular sabers. -
Material assignment should not be a problem, collision will be.
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I'd try naming the materials to match the shaderpath. Simply importing game levels as .obj will most likely not wirk as well as you expect though.
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[WIP] Q3ME: a 3ds Max Level Design Plugin
AshuraDX replied to AshuraDX's topic in WIPs, Teasers & Releases
Finally found a way to draw entity target relations in 3ds max! not yet perfect, as the line draws voer top of everything and I cant seem to find a way to fix that. -
How to make a map inspired of a famous game?
AshuraDX replied to Asgarath83's topic in General Modding Discussions
It's not released yet. It allows you to export simple 3ds max geometry to .map, It also allows you to place all sorts of entities and has some nifty tools for creating brush or path soups to build things like terrain more quickly. https://jkhub.org/topic/9752-wip-3ds-max-level-design-plugins/ -
How to make a map inspired of a famous game?
AshuraDX replied to Asgarath83's topic in General Modding Discussions
You will get the best results by rebuilding from scratch using as many reference screenshots as you can get. That floorplan idea is not bad. You could also use my 3ds max mapping plugin (which doesn't work in 3ds max 7 and older) to build a valid q3map around the imported original map. -
@@Asgarath83 Noesis will not convert .3ds or .obj files to useable quake 3 maps in any way. EDIT: turns out I missed to send you a folder that was required by the bandit_cleaned.ms file. Unzip this to some directory and then run the bandit_cleaned.ms file. This should finally work. https://www.dropbox.com/s/ygz17cc7cq8sscs/bandit_cleaned.zip?dl=0
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@@Asgarath83 glad to hear that it worked now! Blenders.obj exporter is kinda strange, importing those files into max allways results in a jarring mess. I use Noesis to convert .obj files from blender into a "different" .obj format that imports into 3ds max without any problems. EDIT: I also managed to successfully execute the bandit_cleaned.ms file in Gmax, which uses an even odler version of Maxscript than max 5 as far as I know. So I'm really puzzled as to why it would fail in max 5.
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That is exactly how it works. And why it fucks up and the fact that you use blender to convert the .glm models explains a lot. Blender splits meshes along their UV Seams. Try adding a vertex weld modifier with a really low threshold like 0.001 to the meshes and convert them to editable poly again. Then run the capper script.
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@@Asgarath83 I have no idea what you are doing wrong - are you running my capper on the reduced version? Send me the scene you are running it on. EDIT: Actually I may have an idea... Did you export to .3ds from max 2010 to carry the model into max 5? That would have split the model along UV seams - which breaks the capping script significantly.
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Yes indeed, but you don't need this thing to be lgihtmapped or aynthing so it should work just the same. Especially when you use it on a misc_model_static.
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@@DerFürst if you need further help with assimilate let me know
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@@Laisum you can use my shader from this: https://jkhub.org/files/file/2823-%7B%3F%7D/
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the error from my model capper script is a result of the improted meshes not being set to editable poly! Running the bandit file should work though - I have no clue why it does not. @@ArchAngel do you happen to have max 2010 installed?
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@@Asgarath83 Try it in max 2010 and export to .obj from there, this should have worked in max 5. i'll investigate.
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@@Asgarath83 in the top menu bar go to MAXScript>Run Script... and select the bandit_cleaned.ms file to import it. once that is done, just run the modelCapper.ms file to cap everything.
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these should run in max 5 - please try it and if they do not let me know, I mgiht be able to fix it. Also for this particular model - I would not decimate it. it's low enough in vertex and polycount that it should not kill JKA
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@@Asgarath83 I cleaned up the model: https://www.dropbox.com/s/5po63zgec63b8hy/bandit_cleaned.ms?dl=0 Just run this script, it was created with the scene transfer script and will regenerate the model objects in your max version of choice. I also just wrote a small script to auto-generate the required caps for a JKA model. It works by assuming that you have all dismemberable body part meshes in your max scene, so you will need to make sure that your scene includes these objects: head torso r_arm l_arm r_hand l_hand hips r_leg l_legIt works on the scene you will get when executing the bandit_cleaned.ms file. here's the ModelCapper script: https://www.dropbox.com/s/n7a2u6gmfg9qd3v/ModelCapper.ms?dl=0
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here's the script: http://www.scriptspot.com/3ds-max/scripts/bff-2007 Can you send me a non decimated version of the model?
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Max 2010 can open max 5 files, just not the other way around. Edit: But there is a script that allows you to port scene contents between max version which should work with max 2010 and max 5.
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Well I can tell you that this model is completely fucked. It has holes in it all over the places - capping this with my method will not work without a ton of manual work to fix up the model. You could decimate the model in 3ds max, does the ProOptimizer modifier exist in max 5? If so you could work wirth a clean version of the mesh and decimate before export.
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Sorry, I meant polygon mode - I use them interchangeably from time to time. Internally (In maxscript) polygons are called faces. So just remember that when I say faces I'm usually talking about polygons. It should not crash at all doing that, which version of 3ds max do you use? Can you send me your scene file? I use 3ds max 2016, and i'll gladly take a look and see wether I can figur eout whats going wrong.