Hard Light Productions Forums
Archived Boards => The Archive => Journey to Hiigara => Topic started by: assasing123 on July 05, 2012, 10:07:42 am
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I m curious what is the current status of this mod right now? I m not an awesome modder but if help is still being seek I could help with models, tables and setting up the pof files.
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Kusanagi has been inactive for a good while (forum profile says 20 May 2011, 01:56:53). T'is all I know.
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Dead in the water.
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But we still get awesome badges ;D
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damn thats a shame, converting ALL the HW1 ships to FSO is quite easy actually but i SUCK badly at freeding and i would screw up at any attempt of making a mission :(
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Feel free to produce assets, there are enough hyper-fred-capable members on here to generate missions :D
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In that case i will start pouring out some ship ports today later in about 1 hour and half once i m home, probably will get the R1 heavy cruiser first <3 love those cruisers! and then the R2 Assault frigate. will post them here later for people to try them ( will make them flyable turrets being target controlled )
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note, do so without the ships having thousands upon thousands of tiny ass textures, k?
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is 8 textures acceptable for the heavy cruiser? :) I think I can reduce it to 5 just give me a second to try my hand on 3dmax and see what I can do about those turrets made from 4 objects.
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is 8 textures acceptable for the heavy cruiser? :) I think I can reduce it to 5 just give me a second to try my hand on 3dmax and see what I can do about those turrets made from 4 objects.
no.
4 textures per model. 1 diffuse, 1 specular, 1 glow, 1 normal, end of discussion. (for hw1, normals are nonexistent anyhow.)
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Do what you can mate, it's all appreciated :yes:
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being a bit delayed, 3dmax keeps exporting the model totally messed up instead of the way the objects should be attached. -.- why it cannot be just tile mapped...
any idea why PCS2 might be crashing trying to open a COB file?
because you need to learn how to do things properly. if you are just starting with 3D, grab blender and learn it. 2.5 actually has a interface worth something.
also, PCS2 now supports importing COLLADA 1.4 files.
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being a bit delayed, 3dmax keeps exporting the model totally messed up instead of the way the objects should be attached. -.- why it cannot be just tile mapped...
any idea why PCS2 might be crashing trying to open a COB file?
because you need to learn how to do things properly. if you are just starting with 3D, grab blender and learn it. 2.5 actually has a interface worth something.
also, PCS2 now supports importing COLLADA 1.4 files.
not starting with 3d modeling, just with 3d max, and trying to learn to use that UV stuff instead of tile mapping.
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fixed my texture and grouping issues everything all fine and dandy except that I m having some issue exporting, basically no textures... suggestions ? :(
http://imagebin.org/219635
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File formats/paths?
Post the file you output and one of us'll have a butchers.
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fixed my texture and grouping issues everything all fine and dandy except that I m having some issue exporting, basically no textures... suggestions ? :(
http://imagebin.org/219635
IIRC, you need some sort of DAE exporting plugin for 3Dsmax, since its builtin isnt exactly good. Someone else, who is using 3dsmax will need to chime in here, since i dont know exactly.
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indeed thats the consensus we reached on the IRC channel last night, will download an older version of 3dmax to export it today :)
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indeed thats the consensus we reached on the IRC channel last night, will download an older version of 3dmax to export it today :)
There isn't a collada .dae plugin for the version you have?
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indeed thats the consensus we reached on the IRC channel last night, will download an older version of 3dmax to export it today :)
There isn't a collada .dae plugin for the version you have?
unfortunately no, this version 2013 has a builtin collada exporter but it seems is not working properly.
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indeed thats the consensus we reached on the IRC channel last night, will download an older version of 3dmax to export it today :)
There isn't a collada .dae plugin for the version you have?
unfortunately no, this version 2013 has a builtin collada exporter but it seems is not working properly.
To my knowledge, Max has always had its own ".dae," and never has supported Collada by default.
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DOSNT IT LOOKS PRETTY!? :D
Now just gotta Table it and finish pofing it! :)
http://imagebin.org/219891
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DOSNT IT LOOKS PRETTY!? :D
Now just gotta Table it and finish pofing it! :)
http://imagebin.org/219891
i just love seeing how you totally and utterly ignored the "LESS TEXTURES" warning. combine it all into a single texture and UV. also, you might want to check for the color mask textures.
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will merge the textures later, tho, if you don't like it no one is asking you to use it :)
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will merge the textures later, tho, if you don't like it no one is asking you to use it :)
Very true, a good initial version.
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it working in game, but I m having some WEIRD behavior on the turrets, not sure exactly what I did wrong, is not the first time I setup a multipart turret ship.
http://www.youtube.com/watch?v=dZlevFQILc0&feature=youtu.be
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did you reset xforms or however its called in max these days? basically, i believe that it gets exported with some bogus values in the rotations.
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yes i have reseted it, then i setup the turrets and alike in PCS2 but i guess i will have to re reset them, only problem is that means i will get a painful turret mess... :(
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I hope Kusanagi and his van are okay. :(
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Alpha November Yankee Uniform Papa Delta Alpha Tango Echo Sierra? ;)
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November Oscar tango alpha sierra foxtrot alpha Romeo alpha sierra India kilo November Oscar whisky mike alpha tango echo.
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Is it strange that I find things like VRNs easier to understand in NATO phonetic than actual words
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