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Archangel35757

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Everything posted by Archangel35757

  1. @@DT85 - I added another enhancement (thanks to @@eezstreet for the optimized code) that checks the texture size to ensure it is a power of 2 (because MD3View and game engine will give an error otherwise). 3dsMax Viewport: Open3Mod Viewer: I also added code to check material slot name for "models" in the case the textures are not in the proper "models" directory-- so all options are now covered. The very last thing to do is... just create some exports statistics-- true vert count due to extra normals, smoothGroups, and UVs; so artists will see the final result and not wonder why their 1000 vertex model fails in-game. ...sorry for the delays.
  2. @@minilogoguy18 - it's a dotXSI 3.5 file... have you had any issues with 3.5? @@WorstMB2Player - what are your XSI export options?
  3. @@DT85 - Ok... it's all fixed now. I decided not to add the export statistics as a dialog box-- too much extra coding for so little information... instead I plan to just simply write it out to the listener. I will send you the code tomorrow. Would you like me to generate a new plug-in GUID number so it can sit side-by-side with the original exporter and the Dark Places exporter-- avoiding plug-in conflict?
  4. @@DT85 - I also think I will incorporate Vortex's Export Statistics dialog at the end...
  5. @@DT85 - okay I have the normals fixed and exporting properly now and the UV texture coordinates are good... ... but I have done something to mess up writing the texture map name in the file-- it is only writing the texture file for one object and not the others. So I need to investigate what I messed up and get it sorted out. I hope to have it fixed in a few days; then I'll send you all of the updated project files.
  6. I think there should be a small platform elevator for those lower and upper levels there for moving cargo crates. the stairs width/floor opening should also be wider than one crate as well.
  7. any updates on the Vortex's alpha map blending and hiw that looks incorporated with your code?
  8. It's a lightmap for a box room or sun rays cast into a swimming pool...
  9. what about OpenSceneGraph? it is for real-time simulations and can read Quake3 BSP files.
  10. @@UniqueOne -- how goes it with the bloodmap alpha blending code?
  11. @@Jedi_Mediator and @@eezstreet... if you need any complex brush/map-object animations (falling objects or exploding debris) that use a ROF file let me know and I can generate the origin brush animation in 3dsMax and export with my ROFF2 exporter.
  12. @@UniqueOne - Great! Looking forward to seeing the integrated results.
  13. @@UniqueOne -- perhaps you can make use of this automatic alpha blending for terrain maps (quake based) https://github.com/paulvortex/BloodMap
  14. Is there a better source discussing the MD3 format than this: https://en.m.wikipedia.org/wiki/MD3_(file_format)
  15. @@DT85 - Internet's back online... looking at code on PC now.
  16. you modified hour dropbox upload then? @@DT85 - right, I looked at the code using my cellphone. It should be straight-forward to implement my snippet. I just need to wait until Repair guy replaces the phone line to house.
  17. righto ol' chap... but can't download the package due to my DSL cable being cut by lawncare people that aeriated the lawn (and my phone line) today. Luckily I sent my vertex normal code snippets to Scooper via email so I will forward that to you as well. Update: @@DT85 - forwarded the vertex normal code snippet to you.
  18. Ok... I'll modify the Max6 code. But my internet is down at the moment...
  19. @@minilogoguy18 - I might try and make an MD3 exporter for ModTool in the future... but the chances are slim to none-- as I have so many unfinished projects... I'm afraid for the foreseeable future you're stuck with exporting to FBX and converting to MD3 using Noesis (or some other tool).
  20. ...but do xsi plugins or addons work equally for ModTool?
  21. @@DT85 - if there is a stage in the MD3 export process that deals with the vertex normals... then I can send you my vertex normals code and help you integrate it. @@minilogoguy18 -- what formats does ModTool export?
  22. I thought terrain textures could be 2048x2048, no? Maybe in a 3D modeling package with a much larger terrain size... render out the terrain texture maps as 2048x2048 tiles and then lay them back out stitched together in the game? for fun check out http://www.dxstudio.com (it's free)
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