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Everything posted by Archangel35757
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@@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.
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@@minilogoguy18 - it's a dotXSI 3.5 file... have you had any issues with 3.5? @@WorstMB2Player - what are your XSI export options?
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@@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?
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@@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.
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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.
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It's a lightmap for a box room or sun rays cast into a swimming pool...
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WzMap - The Enhanced Q3MAP2 alternative.
Archangel35757 replied to UniqueOne's topic in Star Wars: Warzone
what about OpenSceneGraph? it is for real-time simulations and can read Quake3 BSP files. -
@@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.
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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.