lio that fps raise is a bug that has to do with the sound rendering, as soon as a sound is rendered fps raise, they are capped by the engine afterwards. the config.env has a view "startup" tweakables. TryForce what graphics card/system do you have ? and is there a error message in the "luxinia.log" also does this testapp…
The same things happen to me (Max 2011 x64) when I drag and drop the OBJ file into the viewport. But then if I import it properly through the menu (with the dialog box), it comes out with no problem. The object invisible thing is kinda similar to when I use RoadKill unwrap through RenderHjs' TexTools link, I wonder if this…
Well. This took for-freaking-ever to get working properly. There obviously isn't much by way of texturing done yet, but that should be coming soon. There are still a bunch of errors and seams I need to paint over, but I'm just excited that I actually got things working without Modo and xNormal repeatedly puking all over…
The latest 3Dmotive modular tutorial video covers a building in the same era, could take some things from that, http://www.3dmotive.com/product-modular-building-udk You want a good amount of size for each modular piece, you'll get a few barely visable seams in UDK but the beauty of the pillars is that they can be floated…
well sometimes you get dll error messages if you created the scene with plugins that the other computer your opening it with doesn't have. I had that in the past with CAT or when opening scenes from other studios that used their own plugins / pipeline stuff. I would highly assume that the 32 and 64 bit max versions…
Yea I did, I only got a tutorial of how to replace a already existing Q3 weapon in the game. I really will like to have a weapon act as itself like you'll have a machine gun at 1 and s M60 at 0 . I am aware of the problems this might cause with maps but I jsut want to try it out. Trial and error hopefully I'll learn…
If you have floating geometry in in your high poly it will not cause any errors in your bake. I would suggest that you attach the cylinder before you bake though. Just to make sure that it is included. As far as whether you should use floating geometry or not... it depends on what you are making. If you want there to be…
Maybe it's me and the way I model or maybe the version I use ( Max 6 ) but I get a lot of wacky errors all the time like I might extrude 3 edges and 2 will be have flipped faces and 1 with no faces at all . I dunno glade to see some decent training material but Max is really getting on my nerves especially with making High…
another question from our cooders.... We work in OpenGL.... They say that we have a problem like this: now one OpenGL session is one thread... There are any solution to have a multithreading on a single OpenGL session?.... They tried to send any command to a thread current in use, but in anyway returned back an error....…
Been a while we don't post anything. I've been very busy with some other stuff, but we're still in time to finish this! :) I'll submit out final entry next friday. For now, here's a prop I've finished today, the windshield! :) oh and here's the finished crane vehicle. unfortunately it was a bit rushed, still some smoothing…