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Asgarath83

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Posts posted by Asgarath83

  1. By a code way, i see crash is caused from this:

    tr_bsp.cpp

    Sorry, i got problem with bbcode. i show that:

     

    /* =============== ParseTriSurf =============== */ static void ParseTriSurf( dsurface_t *ds, mapVert_t *verts, msurface_t *surf, int *indexes, world_t &worldData, int index ) { srfTriangles_t *tri; int i, j, k; int numVerts, numIndexes;   // get fog volume surf->fogIndex = LittleLong( ds->fogNum ) + 1; if (index && !surf->fogIndex && tr.world && tr.world->globalFog != -1) { surf->fogIndex = worldData.globalFog; }   // get shader surf->shader = ShaderForShaderNum( ds->shaderNum, lightmapsVertex, ds->lightmapStyles, ds->vertexStyles, worldData ); if ( r_singleShader->integer && !surf->shader->sky ) { surf->shader = tr.defaultShader; }   numVerts = LittleLong( ds->numVerts ); numIndexes = LittleLong( ds->numIndexes );   if ( numVerts >= SHADER_MAX_VERTEXES ) { Com_Error(ERR_DROP, "ParseTriSurf: verts > MAX (%d > %d) on misc_model %s", numVerts, SHADER_MAX_VERTEXES, surf->shader->name ); } if ( numIndexes >= SHADER_MAX_INDEXES ) { Com_Error(ERR_DROP, "ParseTriSurf: indices > MAX (%d > %d) on misc_model %s", numIndexes, SHADER_MAX_INDEXES, surf->shader->name ); }   tri = (srfTriangles_t *) Z_Malloc( sizeof( *tri ) + numVerts * sizeof( tri->verts[0] ) + numIndexes * sizeof( tri->indexes[0] ), TAG_HUNKMISCMODELS, qfalse ); tri->dlightBits = 0; //JIC tri->surfaceType = SF_TRIANGLES; tri->numVerts = numVerts; tri->numIndexes = numIndexes; tri->verts = (drawVert_t *)(tri + 1); tri->indexes = (int *)(tri->verts + tri->numVerts );   surf->data = (surfaceType_t *)tri;   // copy vertexes verts += LittleLong( ds->firstVert ); ClearBounds( tri->bounds[0], tri->bounds[1] ); for ( i = 0 ; i < numVerts ; i++ ) { for ( j = 0 ; j < 3 ; j++ ) { tri->verts.xyz[j] = LittleFloat( verts.xyz[j] ); tri->verts.normal[j] = LittleFloat( verts.normal[j] ); } AddPointToBounds( tri->verts.xyz, tri->bounds[0], tri->bounds[1] ); for ( j = 0 ; j < 2 ; j++ ) { tri->verts.st[j] = LittleFloat( verts.st[j] ); for(k=0;k<MAXLIGHTMAPS;k++) { tri->verts.lightmap[k][j] = LittleFloat( verts.lightmap[k][j] ); } } for(k=0;k<MAXLIGHTMAPS;k++) { R_ColorShiftLightingBytes( verts.color[k], tri->verts.color[k] ); } }   // copy indexes indexes += LittleLong( ds->firstIndex ); for ( i = 0 ; i < numIndexes ; i++ ) { tri->indexes = LittleLong( indexes ); if ( tri->indexes < 0 || tri->indexes >= numVerts ) { Com_Error( ERR_DROP, "Bad index in triangle surface" ); } }

    }

    
    
  2. I have a big lake map.

    because i am unabled to ripped out from a game in a single shoot and i need the entire landscape, i extracted collada from with a tool from game (model ex 4).

    collada lost his textures so i need to manually assign (i have no problem on that with 3DS format i discover a method for ripper 3d ripper dx frames. but however... i need this area to an high quality not ripped enviroment.

    i imported collada on blender, i removed sky and water meshes (they are silly big for model). because area is BIG and is done by 50 meshes, i have no choice that export on MD3. i assigned manually materials and textures with "md3shader custom properties" and "copy custom properties" and 1 hour of painful work to put correct texture name to each mesh, i had no problem on that.

    but obvius 50 mesh are too much for MD3 format.

    so i splitted the model into two MD3, by 25 meshes each one.

    on radiant is all okay.

    i not use spawnflag solid because if i use i hit the MAX_BRUSHES error (map have more of 32k etc brushes)

    so... okay, i can build with no solid and using clipping. at least player can walk only in a little road valley of the landscape. cannot go into lake. is a vampire and water is deadly for vampires. so... that's fine.

     

    what is the problem:

    i tryed to load the map on JKA with a build meta and i get this error

    "parse trisurf indices  > Max (8550 > 6000 ) on misc_model

    models/sr2/sarruins/lake2b-1090

     

    i seek on blender the mesh that use this texture and is of 929 vertexes

    So... why it give me this error? (and i get also with another model more more more simple of that.)

    strangely, if use the 3DS format with ripped models i not get any error on radiant or on map, also for very bigh, high and massively models structures.

     

    mmm i see there are some meshes that overcap 1000 vertexes md3 limit... strangely i not get crash for that motivation.

  3. MMO like, i mean exp system with shops etc 

    open world mod?

    name maybe? 

    well jedi knight galaxyes + rend2 + warzone ... i think is possible to reach something like that. maybe not a MMORPG but a RPG multiplayer yes. i hope for things like that also for SP. .-. 

    Smoo likes this
  4. Ehy Mgummelt, i have too a little question.

    There is a icarus comand called set_forward move. that can affect an entity to move ever forward. +64 at walkspeed +128 at runspeed . negative value move walkback and runback.

    i tryed this on game but i see it works only for player and not on NPC. there is some way for works also on NPC too about that, or the function is callind on code? (ent->client->forceforwardmove)

    how it works? it need an integer for works and i think to add to the AI of my class for force an NPC using this class, when is spawn, to move ever forward, at desired speed (maybe walk when is in idle \ patrol behavour and run speed when is attacking \ fleeing).

    it need something like NPC->client->setforceforward = int value (like 127, 64 etc)

    or it need a command like NPC->client->setforceforward, 64 (or another value between 0 an 127)

    what i want is that an NPC when spawning or calling ai functions of his behavour, can use this function for force him to move forward.

    if this is not possible. i am asking if there is some way with vectors, for move costantly and entity (player and NPCs)  to forward, along Y direction axis.

     

    Thanks for any answers.

  5. same is ours, but a lot has change in our codes over the past 4 years now, for Weapons code, to AI, to how the network handles stuff and much more, i would never begin to port wz to a new code without know what u are doing :D

    basically...

    a code for making a class of NPC that act and fight like starfighters, for hallow dogfight battle on air and on spaxce on SP. but this is pretty far for be ended, at moment my fighter move like chopters... i don't  know how damn imbue a forceforward costant moving direction on Y vector on NPC after spawning because i wana to recreate the costantly forward movement of rogue squadron 3d. i am YEARS with headaching because i cannot end my AI for this. i not know how to set a constantly forward movement to fighters NPCs. and SET_FORCEFORWARD icarus command not works on NPCs. >.< 

     

    and after:

    -force falling

    and mainly: - incresed npc limits saber files limits and efx limits (jka hide the particles effect if there are too many efx at a same time into a map)

    - added 8 new force powers based on legacy of kain series.

    - changed effects of default force power for match to efx of corrispective legacy of kain spells.

    example: force drain become blood gout \ blood shower spell, so the force drain effect is replaced by a blood drain effect.

    change effects and sound of weapons and of force power by AI CLASS of NPCs.

    - corpse disappering with an efx blowing up explosion for some classes of NPC that are demons or elemental creatures when they die.

    - a combat system rpg-like, when every class is weak to some shoot weapons and resistance to other weapons. all coded into g_combat

    - the sabers files of my mod are strongily hardcoded for deal differente MOD damage and not only MOD_SABER.

    for example on my mod: WP_BLASTER become fireballs spells. and so a flame sword deal also MOD_BLASTER damage, and not only MOD_SABER (in saber files i decreased the damagescale for balance the gameplay for that.) so a blade can be deadly for some kind of monster or unuseful for other.

    2 new SP weapons, one like blaster pistol and one like flechette and efx and sound fix and separated for WP_JAWA, WP_BLASTER_PISTOL and WP_BRYAR_PISTOL so i can have 3 different working weapons by that.

    well, basically that's all.

  6.  maybe someone is interessed to this news:

    recently i discover that q3map2 and radiant can read also 3DS and OBJ as misc_model and without the graphic limitations of MD3s.

    also with the solid spawnflag sets. obvius, they are not much high poly meshes, but they have dozens of mesh pieces for 3ds files and many mesh overcap the 1000 vertexes limit. in game, they are fines. they are solid and is possible to walk and run like they're brushes. also i not get FPS drop problem o.o

    the unique problem is to set the relative path of 3ds textures. but this can be done by blender 2.68 with the batch rename script

    addon before export to 3ds format.

    Md3 are niceful for little static mesh, but for a big building prefab or a terrain or a map area... i see 3ds have great potentiality.

    :)

  7. @@Asgarath83 when it is ready :P

     

    our code is build on some very old OJK SDK with a old version of rend2

     

    mmm my mod code is builded with one of the first version of OpenJk of 2013. o.o i doubt they are compatible. if i use rend2 and wz code sure i will need to take code sources and merge with all my code edits O.o well... should be a necessary sacrifice i guess.

    i tested on a map two area ripped by two legacy of kain games one of defiance and one of blood omen 2

  8. @@UniqueOne i was searching a big open world terrain or some way for make some kind of RPG \ space dogfight fighter battle on JKA engine and AshuraDX linked me to warzone. i'm working about two project: a legacy of kain mod conversion of JKA and another project more personal about a science fiction saga of my creation. the problem is: for heal and illness and photosensibility problem i am stuck to use an old Windows XP SP3. your q3map2 alternative can run in a system like mine? i have also a 32 bit machine, not 64 bit.

    if is not, is possible to make a build compatible with my case? :\ many thanks for every answer.

    i love JKA but i ever going mad about the fool graphic limitation of MD3 , no do more of 1000 vertexes models, bad autocollision of models created by q3map2 on solid spawnflag that make the map insanely loud and with fps drops and also i hate to become crazy to manually clip static meshes. warzone can resolve all this problem for what i see and can open an entire modding universe with high poly stuff, right? so... ehm... any possibility i could use too with my old computer?

    (recently, i also discover how to do map area workable on JKA with not big problems using 3DS and OBJ format instead of MD3, also if md3 still again a good friends of mappers.)

    Smoo likes this
  9. ... D: giant terrains? All graphical restriction limits destroyed??? a superrendering? superwater? open maps?

    day \ night cycle? automathic misc_model and plants placer inside map?

    Star wars zone??? my mind is blowing up for possibilities and my dream of making some open world mod is more realistic now.

    How it works? its downloadable? there are tutorials? i have a billions of questions now! D:

    my mind is blowind up...  D: oh, my, it's wonderful!!

  10. maybe i am wrong, but a lot of time ago looking on forum i see a user that make a GIANT terrain on radiant without using easygen with some kind of script or plug in for do that. terrain was pretty good, textureds and shadered. pretty much better that with the "terrains" entity generated from easygen , i am not much good to works with that because the terrain entitys not allow to see terrain textures into the radiant, so i have difficult to understand "where" i am into the map and where place entities and static model MD3 meshes. 

    if someone has information related to this (i diving in forum but i not remember where was the post with screenshot of that or who is author of that) can contact me please?

     

     

  11. so does the the skeleton have anything to do with skinning of the model ?

    into our body muscles move the skeleton. skeleton is passive locomotory system, muscle active moving system moved by neural pulse of brain.

    on a 3d model, this is inverted: skeleton is animated and is the active locomotory system. each bone of skeleton, with skinning, is connected to one or more vertexes of a mesh, a geometry shape of the body part of model. so meshes are the "muscles" of our 3d character. skeleton deform, stretch and rotate meshes connected to bones with rigging and skinning, and so you get the illusion the character is moving and is "live".

  12. Do the NPCs have a proper NPC_targetname value? I'd advice you to create a trigger_once brush that targets a target_scriptrunner entity that uses your custom script. I've seen your method fail in the past for some reason.

    1: yep, NPCs have NPC_targetname and also script_targetname named respectevely fighter1 for first npc and fighter2 for second npc.

    2: trigger once around NPCs that fire script with scriptrunner on activator NPC itself or trigger once around infoplayerstart that run a start script that affect the two npcs and players too? i tryed the method of trigger_once and scriptrunner for 3 hours this morning in various combination but without results. Seems however that this command can be executed only by affect... but works onfly for player. pretty strange on icarus guide is defined as NPC command too. also icarus description talks about NPCs.

  13. Interessing...

    D:

    https://github.com/JACoders/OpenJK/wiki/ICARUS-Scripting

    SET_FORWARDMOVE		int					Speed to move current entity forward (use negative value to move backward). This is a relative speed, not actual, valid ranges are -127 to 127. 127 = use runSpeed, 64 = use walkSpeed, 0 = don't force any movement.SET_RIGHTMOVE		int	Speed to move current entity to the right (use negative value to move left). This is a relative speed, not actual, valid ranges are -127 to 127. 127 = use runSpeed, 64 = use walkSpeed, 0 = don't force any movement.
  14. Okay... i see there was two npc files and one overwrite the other i was use for testing... damn >.< removed.

    this is the NPC file of the Custom NPC

     

    TieFighter1
    // Test AI FOR AUTOMOVEFORWARD WORK IN PROGRESS...  
    {
        playerModel    stormtrooper
        weapon        WP_BLASTER
        weapon        WP_ROCKET_LAUNCHER
        weapon        WP_REPEATER
        weapon        WP_FLECHETTE
        FP_HEAL    0
        FP_LEVITATION    0
        FP_SPEED    0
        FP_PUSH    0
        FP_PULL        0
        FP_TELEPATHY    0
        FP_GRIP        0
        FP_LIGHTNING    0
        FP_RAGE    0
        FP_PROTECT        0
        FP_ABSORB        0
        FP_DRAIN        0
        FP_SEE            0
        FP_SABERTHROW    0
        FP_SABER_DEFENSE     0
        FP_SABER_OFFENSE     0
        FP_STUN            0
        FP_HATE            0
        FP_HEALOTHER            0
        FP_CONTROLMIND        0
        FP_WRACK        0
        FP_FREEZE        0
        FP_FORCEGLYPH        0
        FP_STONEGLYPH        0
        FP_FIREGLYPH        0
        FP_WATERGLYPH        0
        FP_DARKGLYPH        0
        FP_WINDGLYPH        0
        FP_SUNGLYPH        0
        FP_HOLYGLYPH        0
        FP_NECROGLYPH        0
        FP_SOUNDGLYPH        0    
        forceRegenAmount    0
        forcePowerMax        0
        rank            captain
        aggression        5
        aim            5
        intelligence        5
        reactions            5
        move            5
        evasion            5
        playerTeam        TEAM_ENEMY
        enemyTeam        TEAM_PLAYER
        class            CLASS_WEEQUAY
        health            1000
        snd            tie-fighter
        sndcombat        tie-fighter
        sndextra        tie-fighter
        sndjedi            tie-fighter
        dismemberProbArms    0
        dismemberProbHands    0
        dismemberProbHead    0
        dismemberProbLegs    0
        dismemberProbWaist    0
        yawSpeed    150
        walkSpeed    500
        runSpeed    1000
    }
    

     

    i added also on ground of level a simple waypoint grid, just to be sure, because shooter npcs are dumbs and without navgrid they not want to move... but result are the same. the two npcs are in idle state at start level. player automoveforward, they not. when they see the player, they not move and chase and they stay on position and they shoot with alt fire blaster ... (but i never put SET_ALT_FIRE true)

    now the scripts are in that way:

    player spawn script: (fired with trigger_once linket to a target_scriptrunner no "run on activator" spawnflag. i tryed this spawnflag and not work) without run on activator work but ONLY on player

    //Generated by BehavEd

    rem ( "Player costantly move forward" );
    use ( "tf" );
    wait ( 1000.000 );
    set ( /*@SET_TYPES*/ "SET_FORWARDMOVE", 127 );
    set ( /*@SET_TYPES*/ "SET_GRAVITY", 0.000 );

    affect ( "fighter1", /*@AFFECT_TYPE*/ FLUSH )
    {
        set ( /*@SET_TYPES*/ "SET_FORWARDMOVE", 127 );
        set ( /*@SET_TYPES*/ "SET_WEAPON", /*@@weaponx_NAMES*/ "WP_BLASTER" );
        set ( /*@SET_TYPES*/ "SET_ENEMY", "player" );
    }


    affect ( "fighter2", /*@AFFECT_TYPE*/ FLUSH )
    {
        set ( /*@SET_TYPES*/ "SET_FORWARDMOVE", 127 );
        set ( /*@SET_TYPES*/ "SET_WEAPON", /*@@weaponx_NAMES*/ "WP_BLASTER" );
        set ( /*@SET_TYPES*/ "SET_ENEMY", "player" );
    }

     

    the two npc have these spawnscripts, too:

    //Generated by BehavEd

    rem ( "Fighter enemy no gravity costant move forward!" );

    affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
    {
        set ( /*@SET_TYPES*/ "SET_FORWARDMOVE", 127 );
    }


    affect ( "fighter1", /*@AFFECT_TYPE*/ FLUSH )
    {
        set ( /*@SET_TYPES*/ "SET_FORWARDMOVE", 127 );
    }


    affect ( "fighter2", /*@AFFECT_TYPE*/ FLUSH )
    {
        set ( /*@SET_TYPES*/ "SET_FORWARDMOVE", 127 );
    }

    they not works and not affect no one.

  15. Did you try to set it as an 'affect' command? I'm actually surprised it worked on a player but not an NPC. Could you share the scripts here?

    well i also changed NPC ai to stormtrooper and also playermodels too for allow them to behave like stormtroopers and not experimental fighters.

    however this is how is set on map:

    info player start has as target "tf" entities

    entities with targetname tf are the not moving fighters they are these map settings

    angle -90

    NPC_spawner

    NPC_type TieFighter1

    count -1

    spawnscript fighters/spawnfighter2

    targetname tf

     

    the script is that:

    //Generated by BehavEd
    
    rem ( "Fighter enemy no gravity costant move forward!" );
    set ( /*@SET_TYPES*/ "SET_FORWARDMOVE", 127 );
    set ( /*@SET_TYPES*/ "SET_WEAPON", /*@[member='weaponx']_NAMES*/ "WP_BLASTER" );
    
    affect ( "player", /*@AFFECT_TYPE*/ FLUSH )
    {
        set ( /*@SET_TYPES*/ "SET_FORWARDMOVE", 127 );
    }
    

    so... i need also to put a scriptrunner triggered by info_player_start

    and a NPC_targetname to fighers entity and a script that tell

    affect (figher1)

    set move forward 127

    affect (fighter2)

    set move forward 127? i can try.

    mainly when a entity have a spawnscript\fleescript\deathscript etc read the setting behavours without affecting functions, simply putting command on script main field. ... but icarus is strange some time...

    okay now i try with affectings tecnique.

  16. Might want to move this to Modding Assistance :)

    Well, is a code \ script request so sections should be fine... maybe the coding and script forum has not much peoples watching in this time, specially in summers holiday. i want just clarification about this icarus command and if works only on players or also on npc too. if do like icarus description promising, i failed to trigger up. or i wrote the script into the wrong way.

  17. Anyone know how to place in a command text file to place a playermodel npc so that when you start the game in SP in an SP game mod.

    you want to set a playermodel directly with the batch file for execute the mod? i not know if is possible. is possible to do by the start menu when you begin your first level mod. simply edit newgame_first menu and add the cvars for customize model, sex and sound before execute the level and loading the first map. this require an editring of the menu files.

    folder ui \ newgame_first.menu edit with notepad

    the menu files are wrote in a language like html.

     

    edit the next button fied like in this way

     

     

    // NEXT button
            itemDef
            {
                name                next_glow
                group                mods
                style                WINDOW_STYLE_SHADER
                rect                455 444 130 24
                background            "gfx/menus/menu_buttonback"            // Frame around button
                forecolor            1 1 1 1
                visible            0
                decoration
            }
    
            itemDef
            {
                name                nextbutton
                group                fade_buttons
                text                @MENUS_NEXT
                descText            @MENUS_NEXT_DESC
                type                ITEM_TYPE_BUTTON
                style                WINDOW_STYLE_EMPTY
                rect                455 444 130 24
                font                3
                textscale            1
                textalignx            65
                textaligny            -1
                textalign            ITEM_ALIGN_CENTER
                textstyle            3
                forecolor            1 .682 0 1
                visible                1
                      action
                {
                                    
                    play            "sound/interface/button1.wav"
                    setcvar         snd "jaden_male"  // put sound folder of your character
                    setcvar         g_char_model "character" // put models/player/ name folder of you character
                    setcvar         g_char_skin_head "head_a1" // skin file for head
                    setcvar         g_char_skin_torso "torso_f1" // skin file for torso
                    setcvar         g_char_skin_legs "lower_b1" // skin file for legs. these two files are facoltative.
                    setcvar            sex "m" // sex for character. male -> m \ female -> f
                    setcvar            g_saber "sword1" //saber name by saber file
                    setcvar            g_saber_color "orange" // saber color red blue orange green purple yellow
                uiScript         "updatecharcvars"
                    close        all
                    play            "sound/weapons/Air_Reaver/airreaver1.mp3" // a sound you want to play when start the game
                    exec            "map mapname" // first level map
                    exec                  "helpusobi 1" // enable cheats and debug command consoklle
                                  exec                  "wait 30"
                                  exec                 "playermodel character" // this  auto read an eventually NPC files of your character and set all force powers and weapons like NPC file assign.
                }
                mouseEnter
                {
                    show            next_glow
                }
                mouseExit
                {
                    hide            next_glow
                }            
            }
    
    
        }
    }
     
    
    scp_chaos1 likes this
  18. Lets say I want an npc to fire a shot at a specific point somewhere. An example could be shooting a bottle sitting on a shelf behind the bar. Is there a way to script an aimpoint , like at an info_null, that can be placed near the bottle to get the desired effect?

    SET_WATCHTARGET or SET_LOOK_TARGET linked to a ref_tag with targetname and script_targetname i guess, force the NPC affected to watch in the direction of the entity.

  19. i am trying to force with icarus a flying NPC and player to move ever forward for my fighters mod withou coding. 

    i see there is a script command that can force an entity to run or to turn around.

    SET_FORWARDMOVE. if you set +127 on spawnscript, on NPC or player, it move EVER forward. EVER! EVER at his runspeed! it's perfect! at this poind need just to be joined with SET_RUNNING \ SET_WALKING and SET_WALKSPEED \ SET_RUNSPEED.

    SET_FORWARDMOVE -127 force entity to move backward.

    SET_RIGHTMOVE with + or - 127 force entity to move turn ever right or left. (so is possible to create a rotating twisting NPC, cool! )

     

    my question is that: i tested as spawnscript on two enemies and on  player, on player it works perfects.

    on NPC enemies it doesnt' work. what i need to do? i need to set as an affect command?

    @@Noodle

    Noodle likes this
  20. Thanks bro, although the models that you sent me are not useful, I could say that most objects of post-apocalyptic buildings work very well, maybe those are the ones that you use.

    ehr, you need to convert alls these stuff of open game arts into md3 or workable stuff compatible for JKA. i manage to do that when i have time for my projects so after i did maybe i share on jkhub if is possible. or i send on you on private. these stuff are freeware. is sufficient credits the authors.

    scp_chaos1 likes this
  21. Well i discovered another alternative and fast way that can be use also with md3 programs. that's solve resoulve the problem related to the areas game...

    basically.

    1 i import area of a game with 3d ripper on 3d max.

    2 i clean up by npcs players etc and save scene

    3 i exported into OBJ by max version (in this case max 5)

    4 i imported OBJ inside blender 2.68.

    5: i exported as 3DS the area.

    6: i load as misc_model the area with spawnflags solid.

    7: the area is good spawned inside gtk radiant 1.5.0 but textyres are missings. 

    8: converts all textures by dds to jpg or png.

    9: add at the end of the textures the sufix *dds. a windows utility can be used for make that to a massive texture numbers.

    10: testing with another simple 3ds with an only mesh, i see that all textures of 3ds in that case, are readed by the base folder by default. (or by the mod folder) this is a problem i need to fix. how to customize texture paths. for the rest at this point the map area can be builded and played inside game. i not encoutered issues and all textures in that case are on power of 2, so their fine. the unique problem can be caused by an area too big and vaste that is superior to the maps units but for that modelscale can solve trouble (but cause FPS drops problems with complex structural geometry).

    i tested that with a Very Old Game of 2001 so the lod of polygon of 3ds is very very very light. sure not works for modern games with HD graphics.

    And so... Many thanks @@AshuraDX and @@DT85 now i am in condition of create my stuff. :) i have 3 different way for making static mesh (max, blender or 3ds) and i think i will use one or other depending but the kind of object i need. :)

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