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File Comments posted by Archangel35757
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If any of the plugins fail with Error 126 at start-up... it means it is missing a required dll. Please let me know and I'll try to help you find it and sort it out.
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To those who downloaded the Beta0 version... please delete it and update to the latest Beta1.
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Please report any issues or problems with the exporter.
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@Xycaleth - All of the tools work under Windows XP... it's a shame to break that imo. Maybe next build. This seems to address Qt and XP:
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@Xycaleth -- did you recompile this to work on Windows XP?
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Ok... there's nothing wrong with the final code I sent you.
For that particular mesh object-- you assigned all faces to a single smooth group. Therefore, there is only one smooth group that will result in 8 vertex normals. Because there is only 1 smooth group there are ZERO additional vertexes created... thus +0 SmoothGroups. This is correct behavior.
Given this revelation I think the stats output needs a more understandable format... I've sent you revised code with a more understandable statistics output. Sorry for the confusion.
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One other note... if you set any normals as "Explicit" then they will retain the orientation for which you set them-- even during animation. So be mindful of this...
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@DT85 - Did you retain all of the changes I made? If so, then if "Smart Paths" is left unchecked it should still try to find the textures using the old-style material-slot name method, iirc. Great work!
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great work!
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Where was this 10 years ago!? Would've been so helpful, nice job. Thank you!
Well... I just automated the manual process. If you find it useful then vote on it.
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awesome work!
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@Xycaleth -- thanks for the update.
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This plugin will also work in 3ds Max 2016... I forgot to mention that in the description.
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Nice... But why does it look like the engine always swaps the lower legs??? I'm in the calf muscles and feet look swapped.
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Being Jewish... shouldn't He be wielding a multi-bladed menorah hilt?
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Pure awesomeness!!! Keep it up!
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The default player & NPC is 64 units tall and 32 x 32 units wide and deep, yeah? Also you can turn on the ruler in ModView and see how tall the player is in the "crouch" (or any) animation... but it helps to have a full character as reference to get a better appreciation for correct map scaling.
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Any feedback would be appreciated...
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It should be fixed now... please report any bugs here.
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Ok... looks like there's a few corner cases out there causes the script to error... working on beta version 0.5 now. Standby.
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Yes, the vanilla hilts do seem too large. Maybe they've done it like that to make the sabers more noticeable, since you can take a good look at them only in the menu. About that, for JK:Enhanced, would it be possible if the sabers were upscaled in the menu? So they're bein viewed much bigger, I mean.
More likely they were modeled at 100% size and during export they failed to scale them down to 64% like the character is done. Thus they look huge compared to player in-game. Regardless, this should be fixed also.
Rooxon, Darth Sion, krkarr and 3 others like this -
Every hilt I see looks improperly scaled too large... Someone should check their scaling against the real-world props from the prequels.
krkarr likes this -
An updated version of this script will be released soon... (to improve error-trapping)
Moonbase Labs
in Free For All
Posted
Looks like you're cleaning house... hope this does not portend your impending departure from the community. Rend2/GL2 will get fixed.