There are just no specular affecting props at all, have to make better presentation. Also i'll suggest to change image sliding script, this one right now dont allow user to save something to PC without dirty tricks. Also sign your images, so person that downloaded it will know, who they belong to
They are. @ ThunderSnake : your best bet is Blender as it's got the most fully featured MD3 import/export scripts now, mainly down to the extended work the guys on the Open Arena project have put into it. I've got some legacy info on my tools page here, but you'll be directed to the AO wiki anyway.
humm... never used Accutrans or .cob format so I can't be that helpful with regards to that work flow. BUT there are easier ways to get models from Max to Gmax using a few plugins/scripts. 3ds importer v1.1 - gmax OBJ importer v1.1a - gmax Quake-3 md3 importer v1.0 - gmax
Class Polycount_Filters extends Polycount_UI { local string Voxel; local string Popcorn.Gif; Voxel = Popcorn.Gif; } Just started hacking unreal kismet node scripts together this week, feel free to laugh at my non-programmer artist based assumptions. He may be just trolling now, I can't tell.
martinszeme: Yeah, HarlequiN released Volition's "vTools" Photoshop scripts which can save out multiple groups to separate TGAs based on naming conventions. I've written a more lightweight streamlined similar thing for work but I still need to figure out if I can get permission to release it publicly.
Perhaps I'm using some archaic conversion method, using Deep Explorer, but my OBJs always wind up as triangles whichever direction I'm going in. That script sounds like it could be tres handy. I also seem to get vertices randomly unwelding themselves, but thats generally not that big an issue.
Oh, yeah, I understood as much! But editing directly like this works on the user end so it's a workaround for right now for those who have bad eyesight & who already have some minor custom scripts here. Here's hopin' Vanilla get back to you with answers/fixes! 🙂
Getting some rough VFX in there for the dash and polishing up transitions a bit before doing another pass on the poses/anims. I had to script in some functionality to rotate the VFX according to the character's forward direction since the forward vector of the pawn never changes in relation to the camera. This allowed the…
Ditch the WIP (post it once it's done) and ditch the script/pop-up image viewer, like the others said, just go for a separate page with a big view of that image instead. Otherwise, I think your work is good. The HP guns are nice, and you've got some great props in there.
Here at Relic - Basically us level designers do greyboxing/layouts, scripting, encounter design, event setups, and other gameplay related stuff. Environment artists take our ugly greyblock layouts and make them perdy, do all the modeling / texturing / world building / visual stuff.