Jump to content

Marleys Ghost

Members
  • Posts

    2,157
  • Joined

  • Last visited

Everything posted by Marleys Ghost

  1. Yes the water does look good, couldn't tell much from the stills but the video section is worth a look.
  2. Great It was something I was going to take a look at over the weekend , you shouldn't have any probs. with the hydro scene, I thought the scene would be handy for testing scripted entities and as a scaling reference for model conversion.
  3. No problems the other settings you can look up thier use HERE on the wiki pages. Sometimes it is simply a case of changing the default values.
  4. Blender has an import for VRML 1.0 and VRML97.
  5. kewl, it looks like that worked well Roland.
  6. You simply need to adjust SetShadowmapSize or SetShadowQuality or SetShadowOffset or play with a combination of them Try simply adding after you create the light: 'Create a light light:TLight=CreateSpotLight() PositionEntity light,Vec3(2,2,-2) RotateEntity light,Vec3(45,45,0) SetShadowmapSize(light, 512)
  7. 3DWS is just a modelling package. collisions will be handled by what ever software you are using to program in, what are you using?
  8. Just tried it and it worked for me
  9. Name my project "Perfect Dark Zero II"
  10. I have converted quite a few of the FPSC models/anims ( recycling ) which are .x but have done others. UU3D has plugins for quite a few formats.
  11. For me it is, but THIS maybe of interest to you on that front.
  12. what are you trying to make something "reflective" in?
  13. I can highly recommend 3D World Studio and Cartography Shop is excellent for those who want to get a glimpse of what it can do. I think there is a distinct possibility I am a 3D World Studio "fanboy"
  14. Well LoadScene() seems to handle things fine script wise in a test scene I have animations and switches turning things on and off .. but then I only want to use scripting in this fashion with Bmax. Lumooja has posted somewhere the templates for the Wizard or theres this ..
  15. isn't that the point of scripted entities?
  16. I dont own Max myself but .mat files for LE are as far as I know not the same thing, you could try assigning actual textures (DDS) as these are what LE uses, you can assign other image formats to and then convert those after. Also have a quick look through this thread
  17. Workflow = what you do to get from A to B .. or in this case Max to LE ...
  18. Nothing major.. checked .mat .phy files created lua files ect. and tweaked a few of the textures (personal choice not essential.) Absolutely .. no idea (yet)
  19. It does look nice but I agree with Vic, I am not keen on the fixed width themes, it also tends to screw the formatting up.
×
×
  • Create New...