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luckybob9

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Everything posted by luckybob9

  1. ohhhh you meant use the original texture name. gotcha gotcha. thought you meant use the original model name. My bad. Brain fart
  2. :) got them all right. Except what do you mean by the first? I often export files and rename them later and it always works
  3. Thats what I thought
  4. I dont want to get anyones hopes up with instantly becoming a modeling superstar after reading them, but they are just very basic guides designed to walk someone from start to finish in exporting a simple object. It starts with the assumption that you already know how to model and to basic unwrapping.
  5. Like Nate said, I am working on a few guides. But all the information is out there. I dont understand why you keep saying the tools are useless or people are keeping secrets. Just create a model like normal, then use the FAQ I wrote for the EDM specific stuff. If you looking for a tutorial on basic modeling...thats not what I am creating. Half of everything is trial and error anyways. Took me 10 minutes to figure this out...wow im getting old. Annddddd I cant rep you for it. meh
  6. The FAQ I wrote pretty much covers everything with the new EDM tools
  7. Cleanup on aisle 5? Not sure if its real, but it if it is, someones maintenance job just got a little more interesting http://theaviationist.com/2012/05/14/foam-party/
  8. What was the final solution to this?
  9. VERY old beta terrain. Wow I havent seen that in a while...
  10. so the dark halfs are solved when using the old_tree material in the modelviewer, but when using them in game, they do not show up? Am i understanding correctly?
  11. What do you mean by not the right spot? Wrong physical location? bad rotation? can you send me a screenshot
  12. does it show up correctly in the viewer with no shadows?. what happens in game
  13. have you tried the material "old_tree"? When I try nothing shows up. But I am using an old version of the plugins
  14. What plugin version are you using?
  15. It creates an entry in the "uninstall a program" field. Im just not sure what happens if you install another version if it updates it, adds a new value, or what. I dont want to test so I would say to be safe, uninstall old and install new
  16. try this: in the maps section: set the same texture in the opacity channel uncheck specular level, glossiness, and reflection in the blinn options: specular level: 5 Glossiness: 25 Soften: 0.1
  17. show me the material editor maps section, and the blinn basic parameter section
  18. I would uninstall and reinstall. Since its a proper install package, Windows might get confused. ie: two entries in the add/ remove programs, but only one set of plugins actually installed
  19. They are compiled on a daily basis. However that does not mean that there are changes
  20. There is no solid guidelines. It mostly depends on if you want to make something for yourself, or something for everyone. Just some numbers, the F-15C is 160,000 triangles, the AIM-120C has 2,500 triangles, the Predeator drone has 8,300 triangles, the m-1 has 21,000 triangles. You can open existing models in the model viewer. In the top left it will show you the triangle count
  21. I believe the ones on the left are part of the blocks. You would need to replace the entire block with a new one. The ones on the right are normal trees
  22. Not possible without a complete new export of the ground terrain. Assuming the engine can understand it. Im not even sure its practical because your only low enough a few times to make it worth it. For Combat Arms MAYBE, but then your still talking about DOUBLE the amount of textures being used
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