Jump to content

Archangel35757

Members
  • Posts

    2,351
  • Joined

  • Last visited

Everything posted by Archangel35757

  1. @Laisum -- it seems you need to make the shaft and or blades longer-- because the blur, ghost trail texture effect when swinging the weapon extends out noticeably from the blade tip.
  2. IMO, there should be better flight mechanics... especially for near-Earth vehicles like the T-47. Is it possible to make a different map/game-type that would support open space maps? How were X-Wing Alliance maps generated that seemed endless??? Can a game-type be added that allows for that kind of map style???
  3. @@DT85 & @@Xycaleth -- would be nice if it would create the G2 Skin file as well.
  4. I have Softimage's compiled Object code (C++ .OBJ files and the .mel scripts, etc.) for making the dotXSI 3.x exporter for Maya 6.5, 7.0, and 8.0 if anybody has those versions of Maya and their SDK's. I'm happy to submit them here if anyone can make use of them.
  5. @@KENNITHH -- why is your modeller going from Milkshape to 3dsMax5? My friend Jed made a dotXSI 3.x exporter for Milkshape. You/he can get it here: http://www.wunderboy.org/apps/xsiexport.php If there is something that needs customizing for Carcass.exe (I.e., model_root) we could ask Jed to compile a customized version.
  6. Autodesk support has told me that Crosswalk development will likely go the way of Softimage (My hunch is that there will probably only be a Crosswalk 2015 version) ...and that we should migrate to FBX as an intermediate exchange format. So @@Xycaleth (or another coder) will need to get animation support into the FBX2Ghoul2 converter... good thing there is that it could incorporate the existing FBX Viewer that is also embedded in the standalone Autodesk FBX converter.
  7. Perhaps you have somehow put your monitor into power saving mode where it goes to sleep like that-- check your power conservation settings under control panel
  8. I'm using two nVidia GTX 580 3GB cards... I've not done anything to stress them out... I also have downloaded nVidia's free, unsupported Gelato GPU Renderer... there is a plugin that goes along with the Gelato Renderer that supports 3dsMax 8, 9, 2008 (called Amaretto) and one for Maya called Mango... not sure of the supported Maya versions. I've not really done anything yet to stress test these cards... to see where I would hit a memory issue... but I think for GPU rendering the entire scene has to fit in the graphics memory on each card.
  9. @@DT85 & @@Psyk0Sith -- what's your graphics card setup?
  10. @@Psyk0Sith's website has some humanoid tutorials.
  11. What Graphics Card (and 3D modeling software) are you using? How many graphics cards and how much memory do they have? Do you see any issues with your modeling apps (in regards to your graphics cards)?
  12. @@DT85 & @@minilogoguy18 -- now that I think about it... there is already a proven, free dotXSI 6.0 to dotXSI 3.0 converter for Maya users-- it's called Softimage Mod Tool. So there's no need for me to recreate that wheel. Maya users can use that to convert their dotXSI 6.0 content to dotXSI 3.0 and then use Carcass. So I can scratch that off my To Do List.
  13. Sorry, I don't want to spend all my time coding... I have enough coding projects... I'm anxious to get back into 3ds Max modeling & animation.
  14. LoL, yes I know that... I was just saying that you can see the webpage as it originally was with it's download links. I just captured their original FAQ regarding the dotXSI4Max plugin source code. From what I can tell... it appears to me that only the object code was ever made available for Maya and not the original source code. I downloaded the Maya 6.5, 7.5, and 8.0 object code from the softimage site years ago.
  15. You can see the original web pages for the dotXSI exchange for both Max and Maya in the Internet Wayback Machine-- and the download links-- from what I can see there was only ever the object code that was made available and I have that. After I finish my character rig I will attempt to create a dotXSI 6 to dotXSI 3 standalone converter. I also want to make a dotXSI 1.1 to dotXSI 3.0 converter. And I still have my dotXSI Importer plugin project for 3dsMax... which is still a WIP.
  16. Shouldn't the long edge of the triangle point in direction of effect?
  17. @@KENNITHH -- So he is using 3ds max 5? Because I've uploaded newer 3dsMax dotXSI exporters in the JKHub utilities section.
  18. @@DT85 -- Here you go: http://archive.gamedev.net/archive/reference/programming/features/mayaexporter/index.html http://docs.garagegames.com/artist/official/Maya/Characters.html http://nccastaff.bournemouth.ac.uk/jmacey/RobTheBloke/www/research/index.htm Get crackin'
  19. @@DT85 -- I downloaded them years ago. No, I don't think it is that simple. These are C++ Object files... compiled from the source code. Like the 3ds Max dotXSI source code-- each .cpp file gets compiled into an Object file. The linking stage takes these Object files and builds the final executable or DLL. So we're talking about old Maya versions 6.5, 7.0, 8.0... that's like saying I'll take the Max6 Object files and build them into a Max2013 plugin-- it won't work. Best you could do is determine the latest version of Maya that uses the same SDK as Maya 8.0.
  20. I think it would be easier to make a standalone dotXSI 6.0 to dotXSI 3.0 converter utility. Presently, I'm still working on the Max2013 Unicode conversion. By the way, @@minilogoguy18 -- I have the dotXSI exchange for Maya 6.5, 7.0, and 8.0 -- but it is compiled Object code and not the actual source code ( I don't think that actual source code was ever released). So I'm not sure how useful it is... @@Xycaleth & @@eezstreet -- can c++ object files be decompiled back to source code or anything useful?
  21. @@DT85 -- Try exporting my skeleton and bringing it into Maya.
  22. I guess I'm comfortable with the 3ds Max workflow, MAXscript, etc. -- to each his own.
  23. ...and what is the basis of your statement? What animation feature can it not do?
  24. It's really personal preference. 3ds Max is a very capable, high-end 3D package... besides how do you propose to export the Maya file to dotXSI 3.0?
  25. You said Max2010 looks bad... is this because of the cloth plugin? There are some other cloth plugins you might try in Max 2010. For Max2010 check out SimCloth3 v1.84 or nVidia PhysX plugin v3.00 that includes Apex clothing & Apex destruction.
×
×
  • Create New...