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Archangel35757

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Everything posted by Archangel35757

  1. @@Psyk0Sith -- recognize that model?
  2. All remaining templates for importing meshes are now complete: SI_Model SI_Transform SI_Mesh SI_Shape SI_TriangleList (partially complete) SI_FCurve But I still need to do a bit of defensive scripting, as well as add support for mesh normals and UV texture coordinates (these features would be handled in the SI_TriangleList template (thus its partial status), and modify the SI_Envelope template import function to support dotXSI 3.x. Check it out... 3ds Max 8 SP3: ...in 3ds Max the materials are automatically applied to the meshes and added to the material editor. GMAX: ...in GMAX the materials are imported into the scene but are not yet added to the mesh objects (because it doesn't have a material editor like 3ds Max-- so it will take a little tweaking). Stay tuned...
  3. Just have him "rent" one. Was there a reason they landed so far away from his ho mestead? I like the idea of avoiding creatures... if you can come up with a proper predator... Edit: Actually the grave Tusken idea is plausible... from wookiepedia:
  4. Only 3 more templates to go (dealing with meshes): SI_Model SI_Transform SI_Mesh SI_Shape SI_TriangleList SI_FCurve Check it out: Animation importing is now supported:
  5. Will the player be able to interact with a misc_model_ghoul (MMG)? I mean... suppose you use this to spawn (can you spawn an MMG?) a dead corpse (to replace the dead NPC at the moment its corpse disappears...) Then passing NPC's see static corpse and go into alert mode? Or player could walk up to static corpse and be prompted to "Pick up corpse" so you have to hide the body-- which would trigger a new anim to play on MMg corpse being carried etc.
  6. @@DT85 Can ragdoll physics be turned on and used for misc_model_ghoul?
  7. Fullname: Captain Orgasma Phasma (hat-tip to Game of Thrones sexuality)
  8. I will compile a Max 2015 exporter plugin... after that it would have to be by Maxscript. Tsvetan did write a dotXSI 1.x Maxscript exporter that could serve as a starting point. But I want to be done with tool-making and move on to modeling/texturing/rigging/animation.
  9. @@Vulcan -- I also have Vue xStream... maybe we should collaborate on a tutorial? Vue also has a free Personal learning Edition. @@KENNITHH -- you should also check out Terragen 3 (free) here: http://planetside.co.uk/products/terragen3
  10. Yeah, Kyle throwing an elbow to the face then grabbing them behind the head and pulling 'em down/forward for a few knees to the face!
  11. @@DT85 -- All Maxscript! So it will work in all versions of 3dsMax (Gmax may be slightly different).
  12. Only 4 more to go: SI_Model SI_Transform SI_Mesh SI_Shape SI_TriangleList SI_FCurve Check it out:
  13. I really want to help with the Melee animations-- I plan to make some Jason Bourne Krav Maga style moves!
  14. Can you record and post a video of this awesome feature?
  15. 1 more down... 5 to go: SI_Model SI_Transform SI_Mesh SI_Shape SI_TriangleList SI_FCurve
  16. Are the poor shadows you're referring to the very aliased shadow cast on the ground by the left star-fighter? Or the backside of Kyle? Is there anyway to run a Gaussian Blur and an AA filter on the aliased star-fighter shadow so it's not so blocky?
  17. Worked on this a little bit today... and will work on it again tomorrow evening after work... like @@minilogoguy18 said-- front and side references can only get you so far... so I'm using other image orientations I have for her to try and ensure the face has the proper contours. I'm just using the Editable Poly's "Vertex Paint Deformation" feature to do the sculpting directly in 3ds Max for now... primitive but it seems to be working okay.
  18. Getting there... maybe you could share your code snippet for misc_model_ghoul with @@ensiform and/or @@Xycaleth... so they can help find the source of the problem (pun intended).
  19. Try rendering a camera viewport with FOV = 40mm or 50mm... suppose to be close to what the human eye FOV is...
  20. Maybe you're missing something in hooking in the shadow code for it? Maybe @@Xycaleth can help?
  21. So you can't give it a property to make it cast shadows?
  22. 22 of 28 completed! Remaining templates are: SI_Model SI_Transform SI_Mesh SI_Shape SI_TriangleList SI_FCurve
  23. Continuing to work on the Maxscript dotXSI importer... 20 of 28 total templates (for v3.0 and v3.5 support) are complete! Saving hardest for last... even if a template type is not needed/used it must still be handeled for skipping over.
  24. Awesome work DT!
  25. I just said that earlier. And I see no reason (if he's alive) why Ezra couldn't appear in 7, 8, or 9.
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