Just a note: the SBM exporter can manage only TRIANGLES. If you use quad (Eidtable Poly) meshes, the cage won't be exported. That means you need to put an Edit Mesh modifier over your Edit Poly... and then a Projection modifier over the Edit Mesh. T-junctions are PURE EVIL in the cage.... however, you're right. There's…
[ QUOTE ] The glow effect, some shadows, cubemap diffuse lighting and a new "parallax bump" effect will be added in the v3.5.0 [/ QUOTE ] Waoahahhaa! I can't wait! Also I really like the Cages stuff you added! Very fast and easy to use... although here I don't seem to be able to select individual vertices? Is that because…
Yep yep, only the UI uses .NET 2.0 ( specifically Managed C++ and C# ), all the program core is written in C and C++ for portability and speed. The only main reason to keep .NET is that using GoMono ( http://www.go-mono.com ) or dotNGU ( http://dotgnu.org/pnet.html ) I can port it very easy to Mac and Linux the future…
To MoP: Impressive artwork, MoP! I love your screenshots! I think your spec/glow highlight looks different because I use a default specular power exponent of 32 and 3dsmax 16. You can control it using a specular power map in the 3D viewer ( white pure = 255 exponent = supershiny; black=0 exponent=no shiny ). Notice there…
[ QUOTE ] We're interested in developing an exporter for our Marmoset Engine mesh file format. Any comments before we jump in? [/ QUOTE ] In theory will be easy to do a mesh importer for xNormal using its C++ SDK and Visual Studio. You just need to implement the IMeshImporter class and output a Geometry with the positions…