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Archangel35757

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Everything posted by Archangel35757

  1. for example:
  2. Have you ever used IES light data in alpha channels? http://www.cgarena.com/freestuff/tutorials/max/ieslights/
  3. Awesome! Now write your tutorial on making Wall-e.
  4. @ - hard to say... the new/fixed MD3 exporter will display export statistics on how many additional vertices were generated and what the final triangle and vertex count are... that looks like this: I'm not sure when @@DT85 will get them all recompiled and submitted.
  5. When you export to MD3 it creates extra vertices. In 3dsMax/GMax mesh & vertex data is stored differently than the MD3 or Ghoul2 GLM formats. You must consider a vertex as having/representing a position, one UV texture coordinate, and one normal vector. 3dsMax/GMax do not store vertex information this way. Smoothing Groups allow you to have multiple normals at a vertex along the smooth group boundary edges. Also in 3dsMax/GMax there is no gaurantee that there is only one UV texture coordinate at a vertex-- again there could be multiple. So the MD3 exporter has to create extra vertices to hold this extra information. Does that make sense?
  6. Under the utility menu there is a tool call polygon counter that counts triangles and vertices.
  7. Still on my list of projects to finish. I just recently helped @@DT85 fix the vertex normals code for his MD3 exporters. Now I'm getting back to Jan Ors... my other two projects are the Raven's Claw GLM cockpit and IG-88/Lancer (which will be it's own new NPC). Edit: I've also been playing with my motion capture suits...
  8. He's got no eye sockets to hold them in!
  9. they should give him synthetic vision visor like Jorde from star trek.
  10. that last one looks darker and more grainy.
  11. I got an email response today from Chris Reed at Raven Software... he said it was a No-Go on getting the SoF2 source code released: "Sorry I didn’t get back to you sooner. I did forward your requests onto a few people and it’s taken them a while to get back to me. Unfortunately I’m not able to help you. Our ability to release things for the mod community has dwindled down to nothing, even for some of the older titles. I do wish you the best of luck in your endeavor. Sorry guys...
  12. what kind of statue model and format MD3 or what?
  13. @@UniqueOne -- derived it from Vortex's BloodMap enhanced q3map2... https://github.com/paulvortex/BloodMap ..I think these are some of the numbers: MAX_MAP_MODELS 4096 (was 1024) MAX_MAP_BRUSHES 65536 (was 32768) MAX_MAP_PLANES 2097152 (was 1048576) MAX_CUST_SURFACEPARMS 1024 (was 64)
  14. Use smoothing in Blender to customize the vertex normals.
  15. @zOrg - no one is stopping you-- go ahead & knock yourself out... but don't poo-poo or vomit all over the good, hard work that people are doing to upgrade this engine! Edit: Plus these kind of comments, like yours above, can be demoralizing... have you ever considered that? Keep up the great work @@Xycaleth!
  16. looking forward to the bloodmap alpha-blending now that you wrapped your head around it.
  17. What MD3 exporter are you using? The ones from @@DT85 in the download section for Max2010/2011, have incorrect vertex normals-- if I'm not mistaken. We just fixed the 3ds Max MD3 exporter code and @@DT85 should be updating all exporters for Max6 to Max2016 soon... I would suggest re-exporting all of your MD3's with the newly fixed exporters.
  18. @zOrg - plenty of tutorials out there (Blender, Softimage ModTool, 3dsMax, etc.) you're more likely to get help from others if you undertake it yourself... everybody is busy.
  19. there you go: http://www.scifi3d.com/details.asp?intGenreID=10&intCatID=13&key=137 Now you just need someone to rig & animate it and compile it to Ghoul2 format.
  20. any update on the bloodmap alpha-blending and what that looks like in your warzone mod?
  21. what we need are "Next-Gen" mapping techniques for Rend2. Just little small maps that get across the technique. Also, some techniques using @@UniqueOne 's enhancements in his warzone coding mod...
  22. True... but we seem to have almost no Maya users in this community. I will put recompiling the MD3, MAP, and XSI exporterters for Maya 2012 on my ToDo List... but it will be awhile.
  23. I found the source code for MD3 and MAP exporters for an old version of Maya (as well as source code for XSI exporter for Maya 8). It should be able to be recompiled for later versions. Sometime in the future I will try it for Maya 2012. I could upload it if others want to tinker with it.
  24. it should animate open/close (like a Japanese fan) when you click on it. The 12 o'clock hand should rotate down to the three o clock hand.
  25. Has anyone tried to use the 3ds Max .MAP exporter? In regards to modelling things were close to dead, but @@DT85 and I started to work on fixing the 3ds Max dotXSI exporter (as the Softimage released version was dorked/broken and unable to export valid animations; and the valid Raven exporter only worked for Max5) ...but we finally got the exporter fixed... and I can see a revival of modelling/animation. @@mrwonko made Blender exporters as well. There's a coding team still working to enhance GtKRadiant and with the new mapping code that @@UniqueOne is doing in his warzome mod, and @@Xycaleth working on the new OpenJK renderer (Rend2, normal mapping, etc)... I think there will begin a new rennaisance of mapping-- even if it's just people pushing their limits and artistic ability.
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