Search found 30 matches
- Fri Dec 08, 2006 11:43 pm
- Forum: Modelers Corner
- Topic: What 3D modeler do you use?
- Replies: 28
- Views: 3839
1. Maya 4.0 (work) (expensive) PROS: excellent interface, excellent everything! CONS: not very many export plugins for 4.0 was ever made 2. Fragmotion (home) (20.00 USD) PROS: animations, conversions, simple to use, directx9 CONS: not very powerful as a modeler 3. ppModeler (home) (FREE) PROS: subD,...
- Sat Nov 04, 2006 2:38 am
- Forum: Level Design & Entity Usage
- Topic: FREE Seamless texture Tool!
- Replies: 4
- Views: 617
- Sun Oct 22, 2006 5:56 am
- Forum: Setup, Post Install Support
- Topic: License agreement in resources
- Replies: 3
- Views: 921
License from Animatrix,: Unless otherwise posted, Anything I put in the forum for use is free to use in any way, commercial or other, as long as the user doesnt pass it off as there creation. if it is a modification of an existing model I will list it as so. :idea: http://coty.ms11.net/images/junk/...
- Wed Sep 13, 2006 2:08 pm
- Forum: Modelers Corner
- Topic: My attempt at a human. WIP
- Replies: 7
- Views: 1278
Bring the legs closer together at the pelvis, to much of a gap. Lower the neck and collar down more level with the shoulders. Make the waste smaller. Maybe bring the butt out a little more. We can't see a wireframe, so you should shoot for the final model to be around 1000/1500 polys (triangles), or...
- Sat Aug 12, 2006 6:18 am
- Forum: Level Design & Entity Usage
- Topic: Light Leaks, how to prevent?
- Replies: 6
- Views: 1112
This may not apply to RF but I have had some experience with other editors. Try splitting the floor brush so the light won't hit the dark side floor, like split the floor brush in the dark room. I also can't see your problem in the pics. I guess my screen is too dark, so I'm guessing your light maps...
- Sun Jul 02, 2006 1:06 am
- Forum: Modelers Corner
- Topic: Blender, direct x, RF2 and its file formats...
- Replies: 8
- Views: 1327
Here would be a great lightmapper for Blender. It's the WindsSoft Light Map Maker I was talking about.
I still can't find the option to change the Blender orientation axis. Maybe I was thinking about another program. I sure thought I changed it in Blender though.
Good Luck
I still can't find the option to change the Blender orientation axis. Maybe I was thinking about another program. I sure thought I changed it in Blender though.
Good Luck
- Fri Jun 30, 2006 7:25 am
- Forum: Modelers Corner
- Topic: Blender, direct x, RF2 and its file formats...
- Replies: 8
- Views: 1327
I only played with Blender a couple of days total. What I noticed most was that it didn't import the bones from a directx model file with a skeleton. Maybe this has changed. It doesn't seem to be very 'bone' friendly. I found it OK for creating worlds though. I think Deled would be better, but you d...
- Mon Jun 26, 2006 10:26 am
- Forum: Modelers Corner
- Topic: Blender, direct x, RF2 and its file formats...
- Replies: 8
- Views: 1327
Greetings, I think what you guys are doing here with Reality Factory is so awesome. I have been using it to prototype levels and characters of my own for a few months now. I am a professional game designer and I have a high interest of making indie games of my own. Without access to a team and a bi...
- Mon Jun 26, 2006 10:07 am
- Forum: Modelers Corner
- Topic: Blender, direct x, RF2 and its file formats...
- Replies: 8
- Views: 1327
Re: Blender, direct x, RF2 and its file formats...
Hey, has anyone tried the blender to direct x converter? I can't remember. I may try later... I seem to remember not being able to load huge poly worlds into Blender using DirectX, but not sure. Any comment on this thought about blender is welcome. The biggest hangup I have with Blender is that it ...
- Tue Jun 13, 2006 4:24 am
- Forum: General Discussions
- Topic: Sketchup
- Replies: 8
- Views: 897
- Fri May 19, 2006 4:05 am
- Forum: Modelers Corner
- Topic: trouble texturing in max
- Replies: 4
- Views: 709
I know nothing about max, but it looks to me like the center part is whithin the 0 to 1 texture coordinate system and the rest are outside and have become skewed, or not created correctly. Check to make sure all the uv's are whithin the 0 to 1 texture coord. system and that they have been layed out ...
- Fri May 19, 2006 3:29 am
- Forum: Modelers Corner
- Topic: texturing actors
- Replies: 21
- Views: 2478
I'm not sure about this, but I seem to remember something about an RF actor needing a joint and all vertices assigned to the joint (In Milkshape) before exporting. I see no mention of assigning the vertices to a joint in your list. The bdy file holds the texture if it was assigned to the group in Mi...
- Mon May 08, 2006 3:39 am
- Forum: Modelers Corner
- Topic: texturing actors
- Replies: 21
- Views: 2478
If you keep using the same filename.bdy, delete the filename.bdy in the tempBuild folder of AStudio to be sure AStudio doesn't use the old one instead. Also, to see if the bdy has the texture in it, check the filesize of the bdy file. With a 49k texture and a 2 k model that might be something like 4...
- Sun May 07, 2006 10:51 pm
- Forum: Modelers Corner
- Topic: texturing actors
- Replies: 21
- Views: 2478
In Milkshape, select the group you want to texture. Under Materials, create a new material, or assign an existing material to the group. Browse to the filename of the texture for the material and assign it. It will export with the texture in the bdy file, and should show up in Actview textured after...
- Sat May 06, 2006 4:46 am
- Forum: Modelers Corner
- Topic: Genesis Actors
- Replies: 0
- Views: 509
Genesis Actors
http://coty.ms11.net/downloads/genesis/genesis_actors.rar These actors I made/converted into a public release of Jet3d models some time ago. In the process, I had the Genesis bdy/mot fles left over, so yesterday I also compiled them into Genesis actors. Currently, the .tif images of a uv pattern for...