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Everything posted by Boothand
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You can probably stop.. pressing that button Hopefully mrwonko will figure it out since he has your map file. I haven't really come across an issue like this.
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I really love Luke's theme too, and just the theme itself is enough. Brings back memories of how it truly felt when I was a kid and believed I had force powers together with a friend, and the magic of the lightsabers only we could see. Ahh.. only remember too well the disappointment the day our third friend refused to get choked by my friend, who was a sith. I remember a theme that really had impact on me was the emperor's theme (starting at 1:07). It really carried over the feeling of the dark side of the force. EDIT: Listening to this... man I'm really having a moment. I think I may in fact love Luke Skywalker, and I genuinely wish I can become a jedi. I really mean it...
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Well, strangely enough I've also had it repeat that it cleans 1 up before, but usually it doesn't find more after 3-4-5 times. It should be safe. Save your map, clean all up and see if that changes anything. Invalid brushes are usually caused by using the vertex tool in GtkRadiant 1.6.
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What GtkRadiant version do you use? I have had problems when compiling using one version opposed to another, which is kind of weird since it's q3map2 after all. Do you have any duplicate brushes? Tried brush cleanup? Wild guesses...!
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Just thought I'd let you know! http://www.twitch.tv/journeytobootland/b/523341973
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You mean only modeling in Cinema4D and then exporting to another software? I think any 3D software should be able to export a format that others can import, so you should be able to model wherever you want, as long as you rig it in a software with a proper exporter for what you need to export. Check common formats like .obj, .fbx, or .3ds even.
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Modelers Willing To Model & Skin For $
Boothand replied to JAWSFreelao's topic in Mod Requests & Suggestions
It's been discussed a bit whether it's legal or not to pay someone for modding work. Some reference links: http://jkhub.org/topic/3844-possible-maul-outfit-ideas-from-cancelled-maul-game/?p=56093 http://jkhub.org/topic/3434-request-custom-map-tron-elements/?p=47537 -
The reason why it keeps reverting back to 1 is because that vertex isn't shared by any other bones, thus it can only really be 1 or 0. You can look at the weight table (there's a button you can click to open it) for a bigger overview. You can set it to display only selected vertices, and then see which bones affect your vertices, how much, and you can change it by dragging the numbers up and down with your mouse, or setting it manually.
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Error in MD3View using md3 exporter for 3DS Max
Boothand replied to Boothand's topic in Modding Assistance
How strange. Now that I'm on another computer, Gmax seems to export tags fine using tag_name. I'm almost sure that's the only thing that changed. Oh well. I didn't wanna use blender, because it's such a radically different UI and it doesn't install my exporter, but no need to worry about that unless I ever need to use it Also, DT, Noesis didn't seem to have tag support, so that wouldn't get me where I needed, I think. -
Error in MD3View using md3 exporter for 3DS Max
Boothand replied to Boothand's topic in Modding Assistance
I use the same exporter. Could you check if it registers tags named flash and parent? I'm unsure about the correct prefix (could be *parent or tag_parent or just parent for all I know), but those tags are needed for weapons. -
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Error in MD3View using md3 exporter for 3DS Max
Boothand replied to Boothand's topic in Modding Assistance
I see. Any suggestions for what I could use to export with tags? The exporter for Gmax doesn't support it either. Is blender the only option? It would take some time to learn. Also, it gave some script/code error when trying to choose "Enable addon" that kind of scared me away from it for now. What do people usually use when making new weapons, or sabers even? -
Error in MD3View using md3 exporter for 3DS Max
Boothand replied to Boothand's topic in Modding Assistance
I don't know what's causing it, but my tags aren't recognized as tags. Have tried naming them with a number of prefixes, like *parent, tag_parent, parent, based on different sources, and no change when taking tags from imported weapons. In MD3-/ModView it displays as normal surfaces rather than tags. I don't know if going via Noesis affects this, or what really determines that it's a *tag*. Any ideas? -
Error in MD3View using md3 exporter for 3DS Max
Boothand replied to Boothand's topic in Modding Assistance
Yeah I suppose. Noesis loads and exports it correctly. -
Error in MD3View using md3 exporter for 3DS Max
Boothand replied to Boothand's topic in Modding Assistance
Ah, thought I had linked it Here it is, and the texture if desirable. -
I notice that all of the models I've exported using this exporter, gives me a set of errors when loaded in MD3View - here's from one of my md3s: Other md3s I've exported give similar errors, however only this one has needed to be loaded into MD3View. It happens no matter if I export tags or not. Flashlight is only one mesh and has UVW Unwrap. Also happens with mrwonko's MD3View. @@DT85? @@mrwonko?
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Yes that's what I meant. The logical thing as I see it would be to open that .max file, then importing the mesh, not the other way. But seems like you've found your way. Vertices is the plural of vertex - a face or a polygon consists of 3 or more vertices. A vertex is a single point that each line of geometry is drawn from, going to another vertex, forming a polygon. In the Skin modifier, you're able to check off "Select vertices", so that they become visible. It's the little dots. Alt + X will make your model transparent, if that's what you mean. You can be in any view. Weighting isn't easy to get right without tutorials, and even so it's hard to get right if the model isn't well constructed for correct deformation (my models are bad examples.. )
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Also, doing it this way may prove to be hard. The reason why it's recommended to weight your model in one entire piece before segmenting it, is because all the basic body parts need the same weights to move in harmony when deformed by the skeleton. Say, if the rradius bone has an effect of 0.5 on one of the top vertices of the hand, and you have a separate limb where the corresponding bottom vertex would have an effect of 0.8, they would move apart when deformed. I don't recall however if I tried doing it this way, and checking off the option to merge identical vertices on compile. It might change the outcome, however I don't know, and even so I'd expect better results from doing the skinning on the entire piece, then segmenting. As for why you can't see the bones in the list, I don't know. Are they in the regular object list (pressing H)? Also try on a new completely unaltered download of the .max skeleton.
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Hah, it reminds me of The Protectors of Tomorrow. If not for the different animating style, I'd almost suspect the same people to be behind it.
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Actually I kind of enjoy having reviews in the description, the way it was done on JK2files. It was part of the joy of having your files approved, to get a review that everyone would see. Although I see how the "review" section is meant for that, but it feels more like an ordinary comment field to me. Sorry for offtopicing!
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The animation feature sounds really cool! That would probably be invaluable to the movie makers. Could it eventually be used to for example write custom saber animations and saving them?
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Cool. How did you fix it? Hmm it doesn't reflect in straight angles though, or how to put it, if you look at the right tree and statue.
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Mine was already set to 0.04 (assume you meant that). Are you sure you didn't do something else to fix it?