village update(large pics)
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Erm... *giggle*
They're nice shots... *giggle*
(though the flowers still look awfully squished to me)
But they distinctly remind me of someone...
are those phone booths? to me they dont look like htey fit well with the rest of the village.
I will be having nightmares for the next week about a pear shaped man chasing me through a quaint english village.
OI that fella is welcome in my world any time :)
wait till you see mr fly , who fires maggots at you
hey mordun , hadn't seen that johnny lemonhead.
RIF Raf , thought the phone boxes looked ok in the conext hmm, perhaps its just cause they are modern
Pearman was actually a creation of my wifes for a valentines card project . She does childrens book illustration .( scary childrens book llustration)
I made it in to a 3d project
the telelphone boxes look in context to me - just a little big.
Show us mr fly!
Good stuff! Olde English phone boxes!
What tools are you using?
btw - b3d format is about double the speed of md2
Ye olde english phone boxes.!!yeah will try and make them a bit nicer soon, they look a bit unusual I suppose
i am using 3dsmax for everything really. All the characters will be md2. I continue to have problems with b3d format.
What my level really needs is proper lighthing with shadows, but that seems rather complex.
hey dave, i played binman , it was good fun
Here's mr fly. in the Mod version for UT he shoots out swarms of maggots at you.
just a quick question, how'd ya do the floor? is the path etc made up of tiles or what???
Looks very good though
he he, like Ye Olde AMD
Yup, the whole level is done on a grid ,square tiles all round.
lot of ps2 games are still done like this. Not that I am designing for ps2. i was just trying the technique out.
I have some good scripts for max that let you uv tex the tiles easily( andy oakely's uv tools)
Man what have you been smoking, those are some wierd characters. Looks good though, a bit of texture shearing in some of the grass but nothing I'm sure you're not aware of.
As for your b3d troubles, can you export to ASCII .x version 8?
I am exporting x for static geometry and its works 100% great.
But for animated characters I am having probs. I can't get
the anmation commands in blitz to work( works fine for md2)
ie
;Walk sequence is 0-20
Animate player ,1,.7,0,20
But i if want to play only a portion of that
eg
Animate player ,1,.7,1,20
It still plays the whole sequence.
I need this to work because MS3d adds a null keyframe at the start.
Oh yeah ALG I don't take drugs I am just insane.( well so the little pixies keep telling me))
And those textures will get tidied up soon.
Hey, now then... that Mr Fly rocks! I love the fella. I want a hat like Mr Fly.
Glad you liked Binman btw :)
The Animate command is a bit different from AminateMD2, you need to use ExtractAnimSeq first, like so:
ExtractAnimSeq playermesh,1,30 ;sequence 0 - idle
ExtractAnimSeq playermesh,31,60 ;sequence 1 - walking
ExtractAnimSeq playermesh,61,90 ;sequence 2 - shooting
Animate playermesh,mode,speed#,1,transition# ;walk
Actually the reason I asked about .x is I have a .x 8 to .b3d converter but I've never tried it on anything other than Lightwave.
cool ALG, thank's for that.Can i try your x to b3d converter please?
ravey,Mr fly was done about 2 years ago now, he needs a texture/model update really, bit more polish
BTW ,This kind of work is not my normal stuff, I am a photorealist normally, but this is more fun
binman was cool,apart fom being constantly run over he he. liked the models/textures too,
nice turnips.
It only works with .x version 8+ text format, not binary, can you export to that from Max?
mm ,not sure, I am using that panda.x exporter, not sure if thats diretc x 7 or 8, but it has animation options and text/binary/binary compressed options too
http://www.pandasoft.demon.co.uk/directxmax4.htm
OK looks like it does, e-mailing to you now. Could you let me know how you get on?
One more thing, as far as I know DirectX version 8 doesn't support multitexturing so my tool is really more suited towards characters, it works with boned animation or non boned animation and all the usual stuff ie vertex colours, shininess,alpha etc.