STiFU on 21/11/2006 at 12:52
Uhhh very nice work indeed. Hope to see a FM featuring that big openair stuff you created there... :) Concerning the material sound: If I remember it correctly there should be an area in the ionshader in which you can set the material sounds. But it's already been a long time since I looked into that, so I might be wrong here... You could also seperate the static mesh by materials and then move their origin to the worldorigin in 3ds, so that they all have the same origin. This way u can add them easily and place the desired sounds on the seperate smeshes.
Ziemanskye on 21/11/2006 at 18:54
DXT3 is the usual.
As I was hinting at though, it's probably not so much of an issue. I think it was mostly an alpha related problem anyway, and may have been more Unreal than Flesh anyway, but I'm not sure - I tend to use 3 just by habit.
The actual compression is pretty much the same, the formats just handle alphas differently.
str8g8 on 22/11/2006 at 12:12
Good stuff, it's good to see people still pushing the editor.
How would one go about making a level out of static meshes? Would it be optimal? I can't see why not, but it would be tricky to get the verts and uvs to all line up (you would have to break everything up in to chunks in order to use occlusion and so on).
Think I read somewhere that Oblivian made all their dungeons with tileable pieces of corridor and so on ...
Judith on 22/11/2006 at 12:38
Quote Posted by str8g8
Think I read somewhere that Oblivion made all their dungeons with tileable pieces of corridor and so on ...
Yup, the same goes for Morrowind. I tried to do something in TES editor the other day, actually making interior locations is more like putting pre-made blocks (SM's) together...
Making proper texture transition isn't that hard, due to the miracle of clone brush, you can do amazing things with that ;)
I believe breaking everything in chunks would be more problematic, while everthing may be fine under 3dsmax, but putting it all together in T3ed doesn't have to be. Actually, a tutorial about proper pivot placement in such cases would be very helpful..
STiFU on 22/11/2006 at 19:28
Quote Posted by Judith
I believe breaking everything in chunks would be more problematic, while everthing may be fine under 3dsmax, but putting it all together in T3ed doesn't have to be. Actually, a tutorial about proper pivot placement in such cases would be very helpful..
As I said you basically just have to move the pivots of your objects to the world origin in 3ds max. This way all parts' pivots of your complete static have the same location. You should really read the (
http://ttlg.com/wiki/index.php?title=Custom_Static_Meshes) static meshes tutorial on fleshmeshes. :p
Quote Posted by Fleshworks
Static Mesh Pivot and Hardpoints
- added by STiFU
The pivot is the point on which a point- or a hingedattachment will take effect later. For example, If you have made a door you will want to move the pivot to someplace on the hinge. You can do this by clicking on Hierarchy (the third button in the same panel where you can click on create and modify), Pivot, Affect Pivot Only. Now you can move the Pivot to your desired location using the normal Select and Move tool. Note that turning your object has indeed an effect in 3ds, but hasn't in the editor. If you want to have that object rolley by a certain amount of degress in T3ED, you will have to rotate its pivot.
Hardpoints are places where other objects can be fixed to via Rigidattachments. For example: You want to add a doorknob to your door. You can make a Hardpoint by adding a dummy. Do this by clicking on
create
helpers (5th button)
dummy
Just create the object like a normal cube and name it something like hp_[your desired name]. In this case we would call it "hp_knob" or something like that. It does not matter how big your dummy is, because it is again its pivot that matters. Hint: If you add a lightproperty to your smesh, the light will automatically be attached to the hardpoint called "hp_lighttarget", which you can just create using the descirbed method.
:)
Judith on 22/11/2006 at 19:54
*Sound of pressed Ctrl+D keys*
Thank you, thank you, thank you :) I must have overlooked that, generally I don't have problems with searching for anything, and I dont bother people to do it for me, ;)
STiFU on 25/11/2006 at 17:25
Handing over the "thank you"s to Ziemanskye, 'cause he was the guy, who taught me most of the stuff(, but seemed to be too lazy to write it down :P )...
STiFU on 6/12/2006 at 14:18
I am assuming that you're not Serge right? :> Because these screens are very old already and I think there is no work done anymore on that mission, because we didn't hear a thing for a very long time... but still!! good looking of course!! :)