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Archangel35757

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Everything posted by Archangel35757

  1. @@Ramikad - so the fog.tga could also be replaced for a more underwater-like tga image as well I see... I wonder if the fog shader would allow a lightmap that would replicate the underwater caustic effect? http://marine-wp.acfr.usyd.edu.au/wp-content/uploads/2014/06/320px-UndImgLighteffects.png https://cdn.tutsplus.com/cg/uploads/legacy/135_C4D_Caustics/finalEffectCaustics.jpg
  2. I think Zero-gravity would only work if you are neutrally bouyant... otherwise based on your bouyancy you'd either rise or sink (requiring you to swim to resist rising or sinking). I'm not sire how detailed the game's regarding bouyancy are... don't water brushes use bouyancy? @@Raz0r, @@Ramikad -- can we control the color of the fog?
  3. Well I think a fog-like effect would be perfect to apply for underwater visibility... maybe there is a way to make them play together nice.
  4. Can the fog visibility effect be used underwater to simulate underwater visibility conditions (center the effect around the player position)??
  5. Maybe it could be something like a fog effect that limit your visibility-- just like real water (depending on water quality)
  6. @@DT85 - if the bottom is visible then there should be some kind of caustic effect at bottom and ramping up the sides from the bottom, yes? I still can't see that. Also, why can I not see the PNG image on my cell? I only see a link...
  7. You should add a light pattern like this at the bottom:
  8. It's not worthwhile to download a trial... and the downloads seem more bloated-- taking hours. I have both 2015/2016 installed due to my maintenance subscription... I was just too lazy to do a thorough test.
  9. I have just submitted a re-compile of the dotXSI 3.0 Exporter (1.8 Beta) for 3ds Max 2015 (64-bit)... this should also work in 3ds Max 2016. I did not do a thorough testing-- only verified that the plugin successfully loads and launches in both Max 2015 and 2016. Maybe @@AshuraDX or @@DT85 can give it a thorough test.
  10. Notice I said plural-- good thing they come in large packs
  11. @@Circa -- hard backups... sounds like a few folks have complete duplicates of their archives already.
  12. Ahh... this is sad indeed. I do have Keshire's files as well as the most critical Raven files (dotXSI animations, etc.) archived on my hard drives. What's the chance of JKHub getting DVD copies of the JK3Files JK2/JKA assets?
  13. @@Xycaleth is in the UK... he's the one that would need it.
  14. What's the shipping cost from Germany to UK?
  15. How much would a used nVidia graphics card cost? I'll chip in for one for you... alternatively, I'll make you a good deal on a brand new in the box GTX580 3Gb water-cooled card.
  16. @@AshuraDX -- I sent you the latest beta version... which should work per your requested features. Let me know if you encounter any issues. The only thing that may need further attention is dealing with bolts...
  17. I am currently writing a Maxscript that will allow you to easily fix the screwed up bones coming from importing a Noesis GLM==>>FBX file. When I'm finished I'll send it to @@AshuraDX to upload in the Utilities section for me.
  18. @@Xycaleth -- ...and I found this: http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/D3DTutorial05_Real-Time_Skin_Rendering.pdf http://www.mixmax3d.it/pub/paper_skin_shader.pdf http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html Would be awesome to have in rend2!
  19. @@Xycaleth -- is there any chance of getting a real-time Sub-Surface Scattering (SSS) Shader effect in rend2 ??? http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html https://en.m.wikipedia.org/wiki/Subsurface_scattering
  20. @@DT85 -- so it seems (pun intended) that I need to "request" Raven to modify the -smooth command option... and create a switch option for "smoothUVSeams" The -smoothUVseams would only affect UV seams and we could keep hard edges then by not using -smooth switch.
  21. But are those normal vector splits already present in the dotXSI file and just passed along to Carcass? I need to go back and review... @@minilogoguy18 -- Carcass can be fixed... if that's the only source of problem.
  22. @@DT85, @@AshuraDX, @@Psyk0Sith, @@Xycaleth and any others... I had a long chat with AshuraDX today about this issue and I'd like thread to serve as the forum to discuss and resolve this issue. For example, is this caused by Carcass or is it caused by the dotXSI exporter? So these broken normals along UV seams show up in the dotXSI files in the XSIViewer or Softimage ModTool? If not then it's definitely Carcass and we can get it fixed by a little black birdie @@DT85 @@AshuraDX please post screenshots
  23. Every GLM has to have a GLA it compiles against. So SP I'm sure each humanoid character could have a custom animation.cfg file based on the _humanoid.gla file. Having new gla files where you can specify certain frames from them into a "multi-gla" cfg file seems doable-- as long as all of the GLA files use the same skeleton and contain all the bones used in the GLM file. Just requires some coding, yeah?
  24. ...and I hope to be ready for wrinkle maps within the next few months-- apologies for my lack of progress.
  25. Does… Cube Map = Environment Map ??? Reverse the effects so that the ball closest to camera shows the Max Gloss & Spec (...and thus player and environment reflections).
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