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Archangel35757

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Everything posted by Archangel35757

  1. Yeah I looked at your github repository... it's the same. @@AshuraDX says the 32-bit version works for him-- but textures are not showing properly... maybe he can expound on his findings. I tried the 64-bit plugin but it crashed max 2013 right after it created the md3 file for writing... leaving an empty md3. Nothing's ever easy... going to take some time I'm afraid. Has anyone ever tried the Maxscript MD3 exporter in later versions of 3dsMax?
  2. Here's a screen capture of how the animations look in SniperEliteV2: There would be a variation of a prone search...
  3. How so? You search with your free hand... you never drop, or put away your weapon... however you can't fire until the search finishes. This could also let you take the command keys/pens off of dead imperial officers. Rather than run into an icon on the floor.
  4. Yeah I cannot find that version of source code on the Internet. Version 2.0.1 source code was released I just can't find any good links... Did you download the 2.0.1 source zip file by any chance?
  5. Unicode errors resolved. Both Max2013 32/64-bit versions compiled successfully (but this doesn't mean there aren't any runtime errors). @@AshuraDX is beta-testing the 32-bit plugin now.
  6. Does your max 7 plugin version say "Beta 5" by Pop-N-Fresh ( in export dialog)?
  7. Yeah -- it will be a trajedy if there are no "Jedi" and Luke has been a prisoner for almost three decades. And Kyle Katarn should have a role-- since he stole the Death Star plans back just before Episode IV... many Bothans died indeed-- they should have just had Kyle Katarn deliver them to Princess Leia personally! Speaking of Bothans... the new GoT Guy is 5'-3" ...perfect height for a Bothan-- he kinda looks like one as well.
  8. After playing Sniper Elite / Sniper EliteV2 -- I really like how they have a "search" animation... where the player kneels down to search a corpse. If you are prone you play a different search animation... it adds more realism I think... rather than having an NPC drop what he's carrying-- except the primary weapon (not grenades) does get dropped. Grenades, ammo, etc. are taken off corpse. They also have a "carry corpse" animation (over-shoulder style) where you can hide the body-- for those missions where you have to remain stealthily hidden... and you have patrolling guards. I think these features would be nice to have.
  9. @@DT85 -- you mentioned tags aren't working in your 2010/2011 version, can you, @@Psyk0Sith or anyone tell me if tags worked properly in versions prior to Max2009? (I will check my Max8 version).
  10. I've not had any response from Gummelt or J. Monroe ( from my follow-up email requesting the remaining tools' source-- which I forwarded to @@eezstreet and @@Raz0r). Hopefully we'll hear back soon.
  11. For the 3ds Max users out there... I've downloaded the original MD3 source code (from here: http://forums.duke4.net/topic/1065-md3-exporter-for-3ds-max-2010-x86-and-x64/ ) ...and have it ported over into a Max2013 visual studio 2010 project. It was compiling successfully until I added the DoExportMD3.cpp file-- which now results in 20 errors due to the Unicode conversion. I hope to have these errors sorted out by the end of this week. Also, @@DT85 - if you made any improvements to the code in your Max2010/2011 version then I would like to add your changes as well. Thanks.
  12. It seems sad to let a plugin tool originally made for 3dsMax fall to the side-- I believe the fewer conversions the better. I resolved the Unicode conversion issues in my plugin-- so maybe I can sort them out in the MD3 plugin code as well.
  13. In my opinion pick up ammo should stop accumulating when your carry capicity is full at your maximum spare ammo capacity. You should just get an ammo full message notice. In my opinion part of the game's strategy should be to use your ammo sparingly and wisely Otherwise just play the game with the unlimited ammo option. But I wholeheartedly support more realistic reload animations.
  14. @@Xycaleth -- yes. That is what I meant. You could have one control that governs them both.
  15. What if you have reload animations? Bottom may be seen then on some weapons?
  16. Please add a checker size or grid size option-- preferably matching the available grid divisions of GtKRadiant-- i.e., multiples of 2. Like wise, IMO, I think the custom floor height should slide in increments that also match GtKRadiant divisions. A spinner box with a number display (so you can just type in the #) would take up less room and give you a numerical readout as well. Also, would you add a grid size spinner box control (increment in multiples of 2)-- could control both the checker size and grid overlay size. Nice work!
  17. Someone put it there... under PopNFresh-- but they call you out by name in the notes. I will add fixing the MD3 exporter to my 3dsMax ToDo list (way down at the bottom).
  18. They say they're going back to early sketches done originally for EP.4
  19. Sounds like the md3 plugins for 3dsMax need to get fixed. @@DT85 -- you need to ask Dave at maxplugins.de to pull down your md3 plugins then... since they lead to bad links.
  20. What's wrong with the MD3 importer/exporter plugins for 3ds Max?
  21. For modPowerLevel why not do a switch instead of using all of the "if else" statements?
  22. Sounds like your first, original method is similar to what they did with a second (headless) in-view model... (if I read the article correctly) so in your method when the player looks down at ground and turns head either way he'll see his feet & legs (via code)?
  23. So here's a quick update: I attached the lips to the face mesh and worked on blending them in a little better... I still need to tweak around corners of mouth and "smile line" ...also I think her chin is a bit too squarish at the moment-- need to soften it up a little. Disregard the wierd polys you see on the innermost part of her ear... those are internal to the ear and won't bee seen when the face is properly attached to perimeter of ear.
  24. Isn't the EffectED sound player external? That's why mp3 (winamp) is broken, right? As for the floor texture... just let us choose the checker board colors. The checker size should also be an option and IMO set as a multiple of GtKRadiant (8, 16, 32, etc.)- so we can use to judge player movement away from origin. Checker pattern helps judge/see lateral/longitudinal movement. @@Xycaleth... I like the idea of setting the floor to the correct "game world" floor. You could leave the option to set the floor to the lowest part of the character. If you enable a solid floor color-selectable option... at least provide a size-selectable "grid-overlay" option.
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