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Archangel35757

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Everything posted by Archangel35757

  1. It is just one of carcass' command switches like (-smooth).
  2. @@minilogoguy18 - What happens if you use the -losedupverts switch?
  3. Your browser software transmitted the following HTTP headers URL: http://xhaus.com/headers Request parameterValueRequested URI/headersRequest MethodGETRemote IP Address<REDACTED>Remote IP Port45035Protocol versionHTTP/1.1HTTP Header*ValueAcceptapplication/xml,application/xhtml+xml,text/html;q=0.9,text/plain;q=0.8,image/png,*/*;q=0.5Accept-Charsetutf-8, iso-8859-1, utf-16, *;q=0.7Accept-EncodinggzipAccept-Languageen-USHostwww.xhaus.comUser-AgentMozilla/5.0 (Linux; U; Android 2.3.6; en-us; SAMSUNG-SGH-I777 Build/GINGERBREAD) AppleWebKit/533.1 (KHTML, like Gecko) Version/4.0 Mobile Safari/533.1ViaHTTP/1.1 alp2nz04msp1ts02.wnsnet.attws.comX-Att-DeviceidSAMSUNG-SGH-I777/I777UCKK6X-Wap-Profile
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  5. So download the max2015 dotXSI exporter and the new version of Carcass from the Utilities section and lets see what BB-8 can do inside JK2/3.
  6. Can't connect on cellphone native browser. Firefox app works fine
  7. Glad to see you back. What version of 3ds Max are you using? I have fixed the dotXSI 3.0 exporters for 3dsMax-- so you can compile your BB-8 and see him inside Jedi Knight! But I forgot to do the coordinate transformation on the vertex normals... so I need to fix that
  8. Can you post some screenshots showing that is in fact the case?
  9. But can you or someone explain to me why it does that? Does Softimage --> Carcass do the same thing? If so, then we need a fix in Carcass to retain original normals along UV Seams, yes?
  10. Yeah, I'd like to come up with a test case for us to check out. We need a "not-too-complicated" model that we can test both vertex normals and UV seams... between Max & Softimage with Carcass. Maybe you, me and @@DT85 can come up with something. Yeah... that looks like I forgot to do the coordinate transformation on the vertex normals. I'll fix it when I add the other vertex normal export options.
  11. This open source engine uses octrees: http://castle-engine.sourceforge.net/vrml_engine_doc/output/xsl/html/index.html Edit: Only suggesting that the coders might look at this to see if an octree data structure can be added to OpenJK engine-- where we retain BSP data structures as children nodes??? Or some other harmonious arrangement between octree and BSP... of course I don't know what I'm talking about :-/
  12. Again... I think he's really asking for an Octree Spatial Partitioned (OSP) data structure for large outdoor maps. http://www.gamedev.net/topic/335852-octtree-vs-bsp/
  13. I think he may be hinting at another data structure for large outdoor scenes... http://stackoverflow.com/questions/99796/when-to-use-binary-space-partitioning-quadtree-octree
  14. Whatever would show the mesh or UV normals. I agree, (@@Xycaleth) Modview needs proper shader & normal map support & light support
  15. If Carcass doesn't show the same UV splits on your Softimage model then it could be the dotXSI exporter doing something with the UV normals... can you post any screenshots that show your mesh and UV normals?
  16. I'll try and have an update on the head mesh, hair, & lip area next week. Thanks for everyone's patience...
  17. @@minilogoguy18, @@DT85, @@Psyk0Sith : While I fix the vertex normals for the 3dsMax dotXSI exporter, we may still have an issue with the UV seams from the Carcass compiled model. I understand the long-term historical problem of UV texture seems showing on models-- but I thought that was a result of the texture artist not painting perfectly blended textures across those seams. What DT85 and @@AshuraDX were describing is that Carcass appears to have non-uniform UV normals along the seam texture vertices. @@minilogoguy18 - Does this happen with dotXSI models created and exported from Softimage/ModTool & Carcass? EDIT: Here's a Maxscript tool to set customized vertex normals by weighting by both face angle and face area ( it should work in versions back to 3dsMax 6): https://github.com/ByteHazard/wnormals
  18. Hmmm... I don't think lightsabers should be able to deflect fire or fireballs-- they don't deflect the nohgri stick gas weapon, right?
  19. Perhaps... but I would use it for my IG-88 WIP and @Asgararath83 is struggling to create a new class now as well.
  20. How about a mechanism to easily create new classes in single player?
  21. Yeah, I plan to keep it. Maybe someone will want to texture crystals or a disco ball.
  22. So here are the Type Normals export options I plan to add to the v1.9 dotXSI 3.0 Exporter (shown in red): Thoughts (@@DT85, @@AshuraDX, @@Xycaleth, @@Psyk0Sith)?
  23. Leaving the EditNormals modifier on the stack would simplify checking for it and interfacing into it-- else use smooth groups. I also found this on CGTalk forums: So I intend to look at the IGame exporter source code for how they handle explicit normals versus normals computed from smooth groups. I'll report back after that...
  24. Ok... so @@DT85 contacted me and shared the following quotes via Skype: So I'm going to prioritize my fix-it "To Do" list on the dotXSI exporter plugins and recompile and release a v1.9 for Max6 to Max 2016. One question I have (@@DT85, @@AshuraDX, @@Scooper) is that these custom normals require explicit use of an "Edit_Normals" modifier-- so how does this relate to @@Scooper's smoothing group snippet (where basically the code detaches the mesh to elements by smoothing groups (to preserve smooth groups-- which in essence is preserving the mesh element normals)... seems like both features are not needed, correct? Or are they both needed?
  25. I have a number of projects ongoing ...I'm busier than a one-legged man in an ass-kicking contest.
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