Please ask your basic (newbie) questions in here. - by scumble
Judith on 9/3/2008 at 11:52
It's a great idea, I'll gladly contribute. There's a problem with matlibs and textures, yes, but we can distribute those meshes as a 3ds files as well, without any additional resources. An FM author would have to texture it by himself. Of course, it's a problem for those, who don't have 3dsmax. If the site is for people who don't have this app, then we have to think about something else.
Flux on 9/3/2008 at 13:42
Quote:
There's a problem with matlibs and textures, yes, but we can distribute those meshes as a 3ds files as well, without any additional resources. An FM author would have to texture it by himself. Of course, it's a problem for those, who don't have 3dsmax.
I suggested somewhat similar solution in another (
http://www.ttlg.com/forums/showthread.php?t=119912) thread, it got ignored.
Maybe I have to explain a bit further, because for simple mesh building it can solve many problems for a designer who doesn't have max or any other 3d app.
Here is quick guideline how to it.
1)Make any complex shape you want out of bsp in t3ed, without worrying about bsp errors. Check the size and figure out if it will fit your area.
2)Texture it the way you want. Using intersect or de-intersect collapse it into single brush.
3) Export brush as t3d. (Not save as brush)
4) Upload it. I'll then turn it into obj file using ut2004 editor.
5) Anyone who want to turn it into tim, will import the obj into max with texture coordinates and rotate model ticked. (assuming you have the max2obj import plugin, which is found in maxplugins.de)
6) Just put the texture author wanted and
in most cases texture coordinates from the original brush file in t3ed will remain intact without even applying a uvmap modifier.
I have tested this and works with simple columns, beams and archways, even building walls etc. Didn't try with multiple textures but it can easily work if the author supplies two different brushes and max user can easily attach the objects with "Match Material IDs to Material" option ticked. In this way, the max user won't have to fiddle with multi-sub object material and each part of the mesh will carry the texture coordinates as well.
The only problem is in most cases obj import plugin reverses the normals, max user will have to flip the normals. I.e, if its a archway or building, simply applying normal modifier will solve this.
With this we can have bare versions of the meshes in obj format, which is much more reliable and widely used than 3ds.
There are other benefits here as well. Static meshes are not just "decorations". I've seen some fms with perfectly round subtracted brushes, which is problematic on fps.
Subtract an area, fill in with as much detail you want, import this "whole area" back as static mesh. Your frame rates will be greatly improved. Use combinations of invisible additive brushes+nav mesh volumes for the ai on the floor. Leaving the collision model to exact doesn't seem to be creating any problems unless you want a "mountain climbing level"
Beleg Cúthalion on 9/3/2008 at 16:24
Judith, re-skinning any SMesh that comes without textures (or that bordeaux one instead) should not be a problem. However, it looks nicer if you have an idea of what it is supposed to look like (which can again be provided by the screenshot). So adding textures and matlibs would be an issue of expanding the platform as it were and not a necessarily urgent one, I guess.
Or we just agree on providing the SMeshes with the default textures and give maybe an impression in the screenshot.
GlasWolf on 9/3/2008 at 17:04
Good stuff CofK et al. I'd suggest this discussion is split off into its own thread rather than buried in this one.
Child Of Karras on 9/3/2008 at 21:12
By the way: I don't want to stop you from uploading content. I soon will move the page to a new server (have found one myself) and then you have 24/7 service at full speed. ;)
Child Of Karras on 10/3/2008 at 18:05
Okay, here we go:
(
http://jayb.ath.cx/SMeshes/index.html) Right-click->Save target as... and copy this file to an empty folder of your website and set a link to it. The index.html is a frameset with a single frame that leads to the page on another another server, but the link in the adress bar won't change. ^^
So for now: Happy uploading!
P.S.: If you have any suggestions or find bugs or upload wrong files, don't hestitate to write me a PM or email.
Achillesz7 on 11/3/2008 at 21:06
Hi all,
Wondering if anyone knows how to make a trigger script that will deactivate an AI with the "guard" function active. I have some theories but I have little time to test them. Maybe the answer is easier than I think...
Again, I just want the AI to stop the guard function...
-Dave
Achillesz7 on 12/3/2008 at 01:44
I got the guard thing, so nevermind.
However, has anyone experienced placement issues with the facial rig on AI? After moving them about inside T3ed it seems like some of the AI facial stuff its jacked up and askew. This is strictly inside the editor. But also when I enter to test the game some AI have there eyes way back in their skulls as if there is a problem.
Looking for the source of the problem and solutions if anyone has experienced this.
-Dave
GlasWolf on 13/3/2008 at 00:53
I haven't looked at facial features specifically, but I presume they're RigidAttached to the head. If they appear in the wrong place then the most obvious place to look would be the X-Y-Z offset in the properties of the link itself. Compare them with a new AI figure to see what they should be set to.
Baal Mullins on 17/3/2008 at 12:23
Hello everyone :D
I have recently started editing again after 2 years off! I'm wanting to create custom items and name them as I want (e.g. Changing the name of the guilded helm in the actor browser to: "Champions Helm") or somthing like that. I've searched the wiki and cant seem to find anything. Can anyone help?
Thanks