He's probably speaking in hl/hl2 smd compiling terms. A "submodel" would be a seperate .smd reference mesh that's compiled into the model with a modelgroup in the .qc file, which is togglable from the code side of things. Submodels may be helmets, loaded holsters, etc...
Hello, I don't having the solution but exporting from 3ds max to .smd always failed for me. That is why I'm exporting in .fbx type file. exporting in .smd make my Dota 2 crash but not with .fbx
[ QUOTE ] i can animate and rig, there are just not suffienct smd importers for maya that will allow me to import the cs skelatons then theres the issue with the eights being distorted in maya and then need an expoter. [/ QUOTE ] there are skeleton maya files in the source sdk no need to import smds.
Doesnt really matter. I've been doing the FBX mesh + SMD animation and it's worked for me completely fine so far. Exporting SMD meshes from maya is a bit more difficult iirc, but there should be tutorials out there.
If you do a "smt" sub d can you post what it looks like? that way we can see what the issue is with that. The reason it looks like it has hard edges is because you turned the "smt" option off.
cut and paste fails I'm afraid, the isortm give the correct results here. ( fn randomPtOnCone theta = ( h = cos theta; phi = 360.0 * random 0.0 1.0; z = h + ( 1 - h ) * random 0.0 1.0; sinT = sqrt (1 - z * z); [sinT * cos phi, sinT * sin phi, z]; ) fn compareInt i1 i2 values: = values[i1] - values[i2]; fn comparePoint3_Z…
Ah thank you, i didn't see that on the wiki. What do you think about the latest GMH release? Does it use the same techniques? it looks about so. Except easier. http://www.polycount.com/2015/05/13/gmh-2-6/#more-16502
these are really cool. i can see some ump-45 in there, some kind of russian smg designs, and something about the overall silhouette reminds me of the older german smg's as well. Has a very tough, utilitarian look -- like it might belong in one of those Metro games.
woot, replacing every instance of "obj" with "smd" still works :D But the new dropdown box for file type is very handy, I just replaced "fbx" with "smd" instead since I barely ever use fbx. I like that it remembers the (last used?) path now.
Perfect, smoothling normals and exporting the SMB from Maya worked like a charm! Here is the updated map for anyone that runs into this issue in the future. All I needed to do was Soften the Normmals on the low res, Retoped mesh in Maya before exporting as a SMB and the results where dead on. Thanks all!