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Archangel35757

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Everything posted by Archangel35757

  1. blaster shots should emit from the tag_flash, is this not so? So if you size the weapon correctly the tag should be moved accordingly. Correct?
  2. most weapons and lightsabers are modeled at the wrong scale. During Carcass compilation characters are typically scaled down to 64%. People need to consider the in-game scaling relative to the player or NPC.
  3. Scopes do not project the reticle on the lenses as you have shown! Reticles are only seen when looking thru a scope!
  4. For MD3 models you need to replace the asterisk (*) so in 3ds Max it is called: tag_flash For Ghoul2 .GLM it should be named: bolt_flash
  5. remotely... but I have to finish a number of other projects first.
  6. @@Milamber... nice. I wish there was a model between the Cintiq 13HD and Cintiq 22HD... I just started to compare the Monoprice 22-inch (http://www.monoprice.com/mobile/product/details/14481 ) versus the Cintiq 22HD (http://wacom.com/en-us/products/pen-displays/cintiq-22-hd) The Wacom has some buttons and touch strips, and more pen functionality... but otherwise them seem close performance-wise. However, the Monoprice is 3.6x cheaper-- ~$500 versus ~$1800.
  7. So, many years ago I purchased a Wacom Intuos3 6x8 (active area) pen tablet... Sadly, I've only just begun to use it now as I delve into texturing with Photoshop. I would like to know how many of you graphics artists use pen tablets or pen displays... and if you do (and don't mind to say...) what make/model? Out of curiosity I visited Wacom's site and the Intuos5 is gone and replaced by the Intuos Pro. Anyone using it? I looked at the Wacom pen displays but their price is ludricous... ...I will say I'm getting use to the Intuos3 tablet in Photoshop.
  8. I'm not a Blender user... but now that you have the JKA skeleton bones in Blender you need to make sure they are located at the scene origin-- not offset from origin as you have shown. Now just search the internet for Blender tutorials on how to scale/modify the mesh & limbs to overlay the skeleton; and further tutorials for weighting the mesh to the bones. @@mrwonko has a Blender import/export package you will need to get the final result in-game. Good luck.
  9. I revised the post... from her perspective.
  10. So here's a quick render of the cinematic eye model (her right eye) versus the 3ds Max eyeball shader (her left eye)... I need to re-work my Iris texture-- I'm a beginner at Photoshop but that tutorial above is what I followed using her brush sets:
  11. This is one of the top five tutorials I've found for painting irises in Photoshop-- she makes all her brushes and patterns freely available. This tutorial is in 1080p:
  12. look at the last anim "root" for any humanoid model in modview-- this is the DaVinci A-pose.
  13. The Jedi, SoF2 games use the DaVinci A-pose as the root pose... not a T-pose, as in other game engines. You need to provide a little more details on what you're trying to do and how you're trying to use those files and in what game engine?
  14. Any updates?
  15. You need to create this cave as a 3D model and not brush work because it's too obvious and doesn't look believable as a realistic cave. Do you have a crude layout for what you want this cave structure to look like and the passage flow?
  16. 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.
  17. 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...
  18. seems a little excessive with the sand.
  19. https://www.kickstarter.com/projects/m3d/m3d-pro-feature-packed-3d-printer-for-improved-rel?ref=email I just missed grabbing the deep discount! But I succeeded in grabbing the super discount tier ($449US)... which is going fast. My guess is that this Pro model will retail for $900 US or more. Just wanted to make folks aware-- if they want to jump in.
  20. @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!
  21. Version 2.4

    1,145 downloads

    Exporters for the Quake III .MD3 model format. This was a tag-team effort between DT85 and myself... and at times we called on outside experts to help us overcome some of our coding challenges. 3ds Max versions Supported: ********************************** 6 (32-bit) 7 (32-bit) 8 (32-bit) 9 (32-bit/64-bit) 2008 (32-bit/64-bit) 2009 (32-bit/64-bit) 2010 (32-bit/64-bit) 2011 (32-bit/64-bit) 2012 (32-bit/64-bit) 2013 (32-bit/64-bit) 2014 (64-bit) 2015 (64-bit) 2016 (64-bit) 2017 (64-bit) 2018 (64-bit) 2019 (64-bit) 2020 (64-bit) For v2.3 features, installation and usage instructions please see the included readme_v2.3.pdf file. Exporting Process: ********************** - Make your model. - Apply your texture using the 'standard' material only. - Make sure your texture is in a 'models' folder (e.g.: models/map_objects/ships/ship.jpg ), *** or alternatively name your material slots with the relative path and check "Use material name..." -- this new feature does not require a "models" folder in the path name. - Make sure the destination folder has 'models' in it (e.g.: models/map_objects/ships ). - Export it with 'Smart paths' checked and/or 'Use material name...' - For a static model (no animation) just leave the default value of '0' in the 'frames' field. Known Issues: ***************** - None. Credits: ********* Pop'N'Fresh (original code) DT (code enhancements) Archangel35757 (code enhancements)
  22. welcome.
  23. there should not be any keyed animation on the motion bone, iirc. @@DT85?
  24. @@Circa - ^ that is correct... they only insist you list them in your credits-- they tell you what they expect in the download agreement you have to click.
  25. welcome.
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