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knocks

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Everything posted by knocks

  1. I get that sometimes when a static object has a bone, check in uu3d and remove any found before exporting.
  2. Will we see undo functionability added in future updates?
  3. Autodesk bought them out around 08 i think.
  4. I also have this choppy behavior with Vista home premium 64 bit quad core, would be nice to see a remedy but still loving using this tool.
  5. Its not so much about making mistakes, but more about having a smooth work flow. I like to paint and model my own terrains, you only have to touch your terrain with a wrong setting and you have a bloody mess.
  6. Couldn't agree more, this is the first thing i look for every update. Simply crazy we are still waiting, this a vital component for any editor.
  7. You might be best looking into unity or udk, there's quite a lot engines for non commercial use out there.
  8. , this is really not what i was expecting after reading the comments made earlier in this post.
  9. Would love the opportunity to do something like this
  10. knocks

    smak

    Im mostly using this for creating ambient occlusion maps on basic static objects atm. I like the fact that its geometry based and fast. Haven't really played with the normal map functions yet.
  11. knocks

    smak

    A simple new little tool i have started to use, and have found to be very use full. SMAK
  12. Leadwerks graphics are stunning, and the community is very helpful, im not a programmer and was attracted by the addition of lua. However i am finding it hard to make the jump from T3D, I find LE's pipeline and editor very cumbersome and difficult to work with efficiently.
  13. Give me Geneforge with leadwerks graphics, id be in heaven
  14. Good idea, i didn't think of doing that
  15. knocks

    Lua and LE

    This sounds great i was attracted to leadwerks from using lua with shiva, they provide a great demo level with basic documentation on its creation, well worth checking out. Being an artist / animator i'm sure learning about programing has contributed to many of my grey hairs. Seeing a few practical examples implemented and explained in a working environment can be all thats needed to get one started.
  16. I like to map out paths, roads and villages etc in l3dt on a texture layer as a base template for an area .
  17. Quick question, how can we import the texture alpha maps ?
  18. Thanks that makes sense, i just commented out the heat haze and it looks fine.
  19. Still playing around getting use to the editor, how can i change the render queue of the water plane, i thought it might have been the order property but i saw no change. Thanks
  20. I gave what cassius said a go and worked it out. I was working in meters as i have come accustomed to doing with T3D, obviously the fbx file was being scaled on export as mentioned above, i did a few tests working in cm's and everything works great.
  21. The converted fbx file is the correct scale, i know you cant see in the image but that is my box and the default oil drum, i zoomed out to show the physic files size.
  22. Im working on my pipeline, i export a 1x1x1 box as .fbx from maya and drop it on fbx2gmf, i then export that same box as an .obj to create a convex hull with phygen, when imported into the editor the the box comes in at the correct scale but my physics file is 1000 times to big. If i bring the .obj back into maya it is the correct size any ideas what i might be doing wrong?
  23. Finally got those last 3 files, seeing us they where the only files i had trouble with and being from the sample maps, i hopefully wont have any issues with periodic updates.
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