Judith on 18/9/2008 at 11:09
Sorry, it was my mistake - the shutter can be imported with 3dsmax 5.1, you have to import it as a single object and scale it up a bit :) I just drag & dropped it before, and all I got was a bounding box. Thanks Abru ;)
Beleg Cúthalion on 18/9/2008 at 11:26
Quote Posted by massimilianogoi
And realize it's own matlib, of course.
What you mean is not "realize" but rather something like "create" or "provide"; I had the same thing in your PM just now.
So who now takes care about making it T3Ed-ready? Are they as big as those similar stock shutters?
Judith on 18/9/2008 at 12:26
Yeah, and what else? Build an example level with a shutter in it? Serve a breakfast to your bed, M? Get real.
We're happy that you shared your work with us Ren. You didn't have to do it,
of course, but you did, and we appreciate it. I prepared a small T3-compatible package here: (
http://www.sendspace.com/file/6gbr14)
[Edit] Oh, and I took the liberty of changing the pivot from the center to one of the side vertices, I hope you don't mind.
Renzatic on 18/9/2008 at 13:15
Bleh...looks considerably brighter and smoother than it does in Modo. I need to do some tweaking on it, rough it up some more.
Thanks for the help, Judith.
Renzatic on 18/9/2008 at 13:30
I'm not so worried about the diffuse as the normal. If it's strengthened up a bit, the whole thing might end up looking right.
I'll do a single overlay pass on the normal in PS and post the results after I get home from work tonight. Hopefully, that'll fix it up.
Edit: Better, but still not perfect. It stands out too much, looks too unrealistic. Another AO pass will probably help.
massimilianogoi on 18/9/2008 at 16:40
Quote Posted by Beleg Cúthalion
takes care about making it T3Ed-ready? Are they as big as those similar stock shutters?
What???? :wot:
ShadowSneaker on 18/9/2008 at 18:46
Those in-game shots look really good. Have you considered making a few variations with some missing and/or crooked slats, Renzatic?
Thanks for the feedback on 3DSMax, guys.
SS
Beleg Cúthalion on 18/9/2008 at 19:21
I have noticed that the collision hull decides whether AIs can see through things or not. The question would be, if there was a version with broken slats, could AI see through it with the "exact" property? That could provide for interesting hide-and-seek games in slum areas or something.
Oh, and would it be possible to upload a version with stock wooden (or str8g8's, since he has these grey wooden surfaces as well) textures to the SMesh Brothers?