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omid3098

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Everything posted by omid3098

  1. Really good concepts! another big project using leadwerks.. and sorry, if I'm going off the topic
  2. Let not the pious judge the meek; Each for his own deeds will speak. Whether I’m good or bad, you judge yourself; You reap what you sow, find what you seek. Everyone is seeking love, sober or drunk; Everywhere a house of love, yet so unique. I submit my head on the tavern’s bricks, If you don’t understand, just take a peek. Let me keep my hope of eternal grace, Behind the veil, who is good, who the freak? Not only I fell out of virtuous path, My father too, treaded that path oblique. Hafiz, on your deathbed, bring the cup to your cheek. You go from the tavern straight to the heaven’s peak.
  3. thanks.. is that because of calculation in CPU?
  4. thanks.. and what do you think about using script?
  5. just want to know which way use less process? if possibble with little describtion.. Floating a boat using waterplane physics. Floating a boat using keyframe animation and disable waterplane physics. Floating a boat using lines of script and again disable waterplane physics. . thank before
  6. + or without flatiron, same process just using render to texture
  7. you can copy your model really simple in editor by holding CTRL key and dragging.. drag your model into yout scene.. hold CTRL and move model to create an instance of it Right click on models class and choose select all. hold ctrl and move them for more instances repeate this as much as you need.. I think this is easy enough to create more instance of a models..
  8. This is a highpoly model made in ZBrush. First time I used "Projection Master" for texturing. Zbrush - Photoshop 4 days - almost 15 hours
  9. 5-10-9 will these models be available on GMF format? or we will have their source with animation(eg. fbx version)?
  10. your right Aggor. Pivot points are placed in back rear of each drawer. but they exported without reseting transform. so you can place them with correct offset. If I export them with reset transform, you have to place them one by one in their correct position. I don't know if this type is right, but as Josh did not report anything I thought it's correct.
  11. those terrain tools are not available anymore. if you want a real terrain, you have to make in external app and import it into editor..
  12. new colors looks like years between 1960-1980, not 2010! I prefer the old one.. thanks
  13. yes, it seems as you said.. thanks again..
  14. Thanks macklebee and Lumooja. and another question is "how to create links like tunnel nodes?" those tunnel nodes in second picture are all visible in link index "0"..
  15. I want to link these AI nodes: first click and drag from node01 to node02. link 0 creates. now I want to create another link from node01 to node03. (more than one target for an entity) but previous link will be delete and new link0 will be create between node01 and node03 there is same nodes in tunnle.sbx as you can see in this picture: but I couldn't do like this by myself.. well.. is there any suggestions? thanks before
  16. thank you Alex ;)it is really painful to export model by your exporter, export model as OBJ, use PhyGen to generate phy and use then GMF model. now we just need to "Export as GMF" !!!
  17. LOL!! your models looks better than mine! it seems something is wrong.. I have 3 kind of trees. one of them will not paint with vegetation system, and other two will. I'm sure thats not because of materials.. there should be something else..
  18. Download this one - pivot points placed in back rear of each drawer. - desk pivot point placed in same "Y" as drawers. - re-create physics for drawers and desk mesh.
  19. sometimes there will be some strange errors, you should try other available ways, and if you got them working, you can report broken ways. first try to save your texture as dds, befor exporting try to exort as OBJ and use OBJ2GMF try to change ArBuZ exporter options before export mmm... I can't find other ways to export!
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