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File Comments posted by Archangel35757
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Nice work!
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What are face_ and vm_ used for? Does vm_ stand for viseme???
Nevermind... VM = View model (should have looked at screenshot).
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Thanks! Look forward to using it.
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I just noticed that textures may not display properly when using Direct3D. I recommend you change the XSIViewer.cfg properties to use OpenGL to display textures properly. Open the cfg file and change the display to:
DISPLAY=OpenGL
Or just launch the XSIViewerConfig.exe and choose "OpenGL" then save and exit.
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@Laisum -- it seems you need to make the shaft and or blades longer-- because the blur, ghost trail texture effect when swinging the weapon extends out noticeably from the blade tip.
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I have Softimage's compiled Object code (C++ .OBJ files and the .mel scripts, etc.) for making the dotXSI 3.x exporter for Maya 6.5, 7.0, and 8.0 if anybody has those versions of Maya and their SDK's. I'm happy to submit them here if anyone can make use of them.
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@DT85 -- Looks like Luke's got the Schwartz going on in that one angle.
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I just observed that if you merge the "lights" file after you've loaded an animated dotXSI... it seems to mess up the animation. However, if you load the lights file first and then merge your animated dotXSI file... it plays correctly.
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By the way... Nulls are not displayed by the Viewer.
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This is an awesome, professional quality map! On which I had the pleasure of collaborating a very small portion... I'm sure everyone will thoroughly enjoy it! I wish we could convince Lasse (@Lancer) to come back for a few more great maps like this.
Circa likes this -
I will try to write a detailed tutorial after the holidays.
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Ok... so I'm trying to verify the actual format for the noteTracks that can be used in ROFF files. Basically, in 3ds Max you use the NoteTrack feature to add sound and effects files to your ROFF. Sounds always play on CHAN_BODY. An example of what you would enter into the NoteTrack is shown below:
"sound sound/world/drone6.wav"
And for an efx notetrack you would enter:
"effect effects/explosion1.efx 0+0+64 0-0-1"
My understanding of the 0+0+64 represents an offset from the object's origin of where you want the effect to originate on the object and the 0-0-1 is a unit vector relative to the object for the direction you want the effect to play... in the above example this explosion will be offset 64 units in the z-axis and is directed along the z-axis unit vector.
*** Notes must start on Frame 1 and/or thereafter of your 3dsMax animation. Because Frame 0 is the starting position and orientation in the level editor. So Frame 0 is not exported... to loop the ROF properly I believe your last frame should be a copy of the Frame 0 keys.***
I'm not sure if the game engine requires the quotes or not... try without quotes first and see. Did I mention to see the WIP thread for more details?
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Nice work @Asgarath83! Thanks for the contributions.
Carcass
in Utilities
Posted
I just compiled all of the Star Trek Elite Force Klingon dotXSI 1.1 animations into a Ghoul2 GLM/GLA file (using the Klingon Malon's root.xsi file) and it plays just fine in ModView. The only modification was that I had to rename all the root nodes (in all the dotXSI files) to be the same name... (a very easy task using Notepad++) and I had to tweak the CAR file to use a root.xsi instead of a root.ASK file.