ascottk on 28/8/2005 at 21:40
To 3DS Max 5.1 users:
T3Ed's been out for a while & the tools to create custom content came w/T3Ed so I've been wondering . . .
Who has anything non-maxers can use? There's plenty of new meshes & AI for T1 & 2 and there's absolutely ZERO of those for T3. With Shadowspawn's TimtoE converter it's easier to alter the content shipped w/T3. Maybe there should be a contest!
ProjectX on 29/8/2005 at 07:27
yeah and what about someone creating that custom matlib file with basic file names there so we can swap in and out custom textures for our FMs?
OrbWeaver on 29/8/2005 at 11:06
I was thinking about this quite soon after T3Ed came out - given that getting custom content into T3 seems to be limited to a select group of users (i.e. those with Max 5.1), the next best thing would be some kind of repository where volunteers could submit their meshes, matlibs etc for the rest of the community to use.
I think "FleshMesh" would be a good name for a site, if any aspiring webmasters wanted to take up the challenge.
ProjectX on 29/8/2005 at 13:51
heh. I was thinking of "The Builder's Providence"
rujuro on 29/8/2005 at 14:52
Once my mission is finished I'll be happy to place all my static meshes in a repository for people to use. Still a ways off though, unfortunately.
Shadowspawn on 29/8/2005 at 15:17
I working on a matlib editing tool. Unfortunately, there's more in a matlib than just texture names. I think some of the material attributes (shininess, luminosity, etc) are imbedded in there. Possibly even a shader... :eww:
I'm hacking away at it in my very limited spare time right now. I should have something to play with fairly soon. Definitely before Komag's contest entries need to be submitted.
I also agree we should have a mesh sharing resource somewhere. So much of the T3 architecture requires static meshes, whereas in T1 and T2, we just built with brushes. I think we should have a repository of mesh somewhere, so that T3 mission creation gets off the ground quicker. Maybe epithumia (of Cheap Thief mission fame) would be interested in hosting?
ProjectX on 29/8/2005 at 15:50
Quote Posted by Shadowspawn
So much of the T3 architecture requires static meshes, whereas in T1 and T2, we just built with brushes.
Yes, but T1 and T2 were ugly in comparison (I'm not hating the game, just making a simple statement) and in order to add such a level of detail without seriously hurting performance just think of the performance if that had all been BSP, eugh...) the system of the static mesh had to be used.
I really hope you have good luck with this, cos I'd love to use some custom textures, good luck mate!
Dark Arrow on 29/8/2005 at 16:44
Last I heard you were working on the ibt stripper. How do you have time for all this?
Good luck with both projects! :)
Shadowspawn on 29/8/2005 at 18:05
Matlib editor, IBT compiler/stripper and TIM <-> 3DS. Time, what time? :cheeky:
When I reach a dead end on one of them, I go move ahead on another. I'm currently at dead ends on all of them, so I'm waiting for my failing brain to come up with the next breakthrough, which carries me further on.
Fortunately, both the matlib and IBT don't have much more to go, so I'm expecting a breakthrough on one of them any day now.
ascottk on 29/8/2005 at 18:11
If I had any coding abilities at all I help you out, Shadowspawn. I've taken Visual Basic, Java, & C++ in college but it was way over my head. I guess I need to visualize stuff in order to understand & manipulate data.