Ziemanskye on 6/11/2005 at 10:29
Reducing polys in max is fairly easy.
Reducing them so as not to impair quality is a bit harder, especially since all teh models in T3 are really low poly (even compared to the likes of Source or UT2. because they don't have extra vertices for the lighting to catch on), but if max 5.1 has the edge Loop and Ring selectors, you can quite quickly throw a lot away.
Ziemanskye on 7/11/2005 at 17:14
You could do my tweaked collector dish too if you want.
:p (seriously, your call, I can use it as it is)
Changes: I've closed the holes of the spikes (so they'd cast shadows), changed some of the UVs (cause one face was inside out, and the bevelled sides didn't work as well as I'd hoped when in game), renamed and moved the dummy objects a bit (and added the User Defined names, so hopefully they'd pick up right), and capitalised the collison models (because it looks important in the collision maker script - it doesn't run but I could read the maxscript code)
and it's in *.max, *.3ds, *.ase, and *.obj here
(
http://rapidshare.de/files/7242914/Collector.zip.html)
Though what kind of triangle count do the new objects come in at?
ascottk on 7/11/2005 at 17:57
Hey, Z,
I think I'll make two versions of yours. One without the spike connections (as is) and one where everything's connected.
The vertex count of the objects I've done:
wall torch: before optimization 2333, after 1006
table: 821, 791
bird cage: doesn't optimize too well but it doesn't really need it
I'll zip up what I have now (total of 5 including two collector versions).
SIDE NOTE: When I zipped Z's collectors t3ed looks through the zip file & shows the meshes inside. I'll have to experiment a little more ;)
EDIT: T3ed can't write to the meshes once inside the zip file but it can use them while inside.
Here's the meshes:
(
http://home.comcast.net/~ascottk/files/T3Ed_WWW_SM.zip)
(
http://rapidshare.de/files/7317790/T3Ed_WWW_SM.zip.html)
Ziemanskye on 8/11/2005 at 21:48
Cool.
We have new things to play with.
I haven't had a chance to test this stuff yet (damn real life, or was that the life of Reah?...).
Any problems with my stuff? And probably more importantly - T3/ed can talk to the zip files for this stuff, without unpacking it? But it can't write to them (so you can't change propeties like the collision model or the NavMesh stuff I'd assume) in the editor?
Seems a bit weird and counter productive, but if that's true I guess you could protect your assets but still make them public-ish - just password the zip file so people could use it, but not modify or reskin it. Not that I can really think why you'd want to.
Schwaa2 on 9/11/2005 at 21:36
Hey, I haven't spent much time over here, mostly working in T2.
Until I get a better comp I don't think i really even wnat to mess with T3 much.
But if you guys can point out files/tuts whatever for me to import objs and someone wants to test 'em and give me the results i might be into porting some of my objs into T3. I still haven't Dl'ed the editor yet.
I also know how to apply physique, made some aromor for Morrowind, but don't think I'm going to spend too much time trying to animate right now.
I know it's possible for Unreal, so I'm sure it is for T3 also.