Flux on 15/8/2008 at 20:40
I have uploaded a house pack, several buildings. Mostly taken from turbosquid as Beleg suggested. All have been optimized & uv-mapped.
Beleg Cúthalion on 15/8/2008 at 21:02
Hey, thanks a lot. I'll have a look as soon as I can. :) I think it's just incredible that we can change a whole city by pushing a button with this little out-of-world-property.
Enjoy your holidays, Massimiliano. I haven't been on holidays for a couple of years now. :weird: Well, maybe next year. However, the windows are owing again. :p OK, OK; I'll shut up...
Martin Karne on 15/8/2008 at 22:19
Fine fine UV mapped, and how do you get some textures to work on them now?
:(
Martin Karne on 15/8/2008 at 22:20
Quote Posted by Ziemanskye
That's interesting. Levels have played just fine when I've used it, but is anyone else having trouble with it? (Or any of the other meshes I've put up so far?)
I haven't tried it yet, I have to build a crypt, which is planned to be done soon.
Flux on 16/8/2008 at 07:32
Quote Posted by Martin Karne
Fine fine UV mapped, and how do you get some textures to work on them now?
:(
Select your texture, move your mouse on the mesh and press alt+left mouse. They already have textures from t3gen and t3stonemarket.
Beleg Cúthalion on 17/8/2008 at 07:31
Just a few side notes to Flux:
I believe some of the houses (11, 12 & 14, maybe one more, 9 or so) have flashing roofs/textures, as if there were two roofs. I don't know if it's possible to BF one of them, I haven't tried yet. I've used two of them and they look nice, although one seems to have a somehow stretched wall texture. :weird:
And yesterday I was just about to use one of those wall segments (with the arches, they look really nice), but left aside that they are turned around chaotically (like some of the houses, so you cannot see them properly in the SMesh browser), they are still a little hard to use because they don't fit the pretty 128/256/512UU schema which makes aligning difficult (and I try to stick to 16er or 8er grid as long as possible). :erg: Do you think you can fix that if you find the time?
Flux on 17/8/2008 at 08:16
I don't see any flashing textures on roofs of the house you mention.:confused:
(
http://images.bittersense.com/meshes2.jpg) http://images.bittersense.com/meshes2.jpg
You can safely turn both rotation and regular grid off and apply some 1.01 scale to meshes, after a bit tweaking they'd align normally. Yes, some 128x128 meshes appear 127.blah in 3dsmax.:p But it will work, without any noticable problems.
(
http://images.bittersense.com/meshes1.jpg) http://images.bittersense.com/meshes1.jpg
And I can see them fine in the browser.:confused:
These are all boolean meshes, so it's almost impossible for me to re-size them to fit it into 128.000x128.000. Not without re-doing them.
Ziemanskye on 17/8/2008 at 09:37
FFD 2x2x2 modifier on the stack, grab the corners and stretch to the grid? EditMesh between the object and that if it gives you any stick...
It shouldn't matter quite as much if things "inside" the mesh aren't on the grid so long as the outside edges fit at 128*X from each other.
As for the rotation, that could just be the origin pointing the wrong way in max, which can cause some weird problems with things in game, but that's easy fixed too - Affect pivot only toggle on, reset pivot translation and reset pivot scale buttons. The first time I converted my shed things I forgot to do that, and ended up with the collision models being out of alignment with the visible model (though I did have custom collision, where you appear to just be using "exact" mode, so this might not be a problem here.) And of course it's annoying having to rotate a model whenever you place a new one from the smesh browser :p
The flashing roofs, that's probably just face-fighting, but depending on how they've been made/textured that could be either very easy to fix (just apply BF texture to the right other part of the model and it will sort itself out) or require messing around with the materials again in max (and/or remodelling, though that's probably a bit drastic)
Of course though, that's all fixes at Flux's end, rather than stuff that can be done in the editor, which is always going to make things rather a pain.
Beleg Cúthalion on 17/8/2008 at 10:09
Thank the Builder I don't own 3D Studio Max. :weird:
Not even the one with the white dots in your picture? There definitely were some in the browser, plus, some in the village map also had this issue.
Inline Image:
http://www.eidosforum.de/images/smilies/addon/kratz.gif
Flux on 17/8/2008 at 10:20
That's because I've light inside the house, looking for exact spot of flickering texture. Yes, I have it the browser but not in editor or in-game.:confused:
Ziemanskye, all pivots are done correctly, (HierarchyPivot/adjust pivot). Sometimes they import exactly like in max, sometimes rotated in a wrong direction. I don't know what else I can do.:confused:
Anyway, I'm now enjoying, "avoiding mistrust" fm. It's great.:)