Search found 88 matches
- 23 Jan 2007, 23:05
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40571
Re: new headquarters and modeling - all here now.
I don't think you will like this, but blender does not save in plain text... BUT, the format I suggested earlier is a form of text, probably have to decifer it, but it can be done... I am attaching my HQ before I started texturing it... not only does the AC3D format have the coordinate data, but it...
- 23 Jan 2007, 22:44
- Forum: Development
- Topic: a nice function in machines
- Replies: 9
- Views: 5869
Re: a nice function in machines
you can 'almost do this...
while on a unit press spacebar and your cammera will follow the unit, you can then send him places from here, it would be easy to be able to move the unit around, but firing i don't know..
while on a unit press spacebar and your cammera will follow the unit, you can then send him places from here, it would be easy to be able to move the unit around, but firing i don't know..
- 16 Jan 2007, 01:13
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40571
Re: new headquarters and modeling - all here now.
I believe this is the import script that I aquired, who knows where....
it can import the .pie files, but cannot export anything, and also it only supports the resolution of the pie files we have now.... (to be changed later)
it can import the .pie files, but cannot export anything, and also it only supports the resolution of the pie files we have now.... (to be changed later)
- 10 Jan 2007, 03:22
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40571
Re: new headquarters and modeling - all here now.
may I suggest using AC3D format, or .ac files to store the mesh's for now. Untill we get an export script to convert to the updated pie files...
Blender already has a .pie import script.... its nice, kinda to look at the old models in all there blockyness.
Blender already has a .pie import script.... its nice, kinda to look at the old models in all there blockyness.
- 31 Dec 2006, 02:49
- Forum: Development
- Topic: 3DsMax_Plugin_Source
- Replies: 11
- Views: 7661
- 31 Dec 2006, 02:40
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40571
Re: new headquarters and modeling - all here now.
yeah get on that, each model better have its own tex page....
...it shouldn't be that hard right?
heh.... file this post under, "When we get to redoing graphics in the engine", section...
...it shouldn't be that hard right?
heh.... file this post under, "When we get to redoing graphics in the engine", section...
- 19 Dec 2006, 01:07
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40571
Re: new headquarters and modeling - all here now.
Alright, I have not got very far recently, as I have college applications to fill out... but I showed this to Lixtan a bit ago... I am roughing in the textures, boy is it hard to learn UV texturing..... http://img.photobucket.com/albums/v149/rush2049/blender%20work/HQ2texture1.jpg ta ta for now...
- 26 Nov 2006, 05:32
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40571
Re: new headquarters and modeling - all here now.
I would like to think of it as this: it is a 'mod' of sorts a graphical update that will be done half way, or most of the early game models at least.
It would probably only work in the campaing in the beggining because it is slow enough to be long enough game play to get used to the new models.
It would probably only work in the campaing in the beggining because it is slow enough to be long enough game play to get used to the new models.
- 29 Oct 2006, 04:24
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40571
Re: new headquarters and modeling - all here now.
yes, he did write one or so I think... but as he stated on another forums RTS forums he would relese it once I got this headquarters model finished, but as you know from my emails that school is holding me back at the moment, and sadley, but I hate to admit it, school takes priority for me here... s...
- 21 Oct 2006, 18:53
- Forum: Mapping / Modding tools & discussions
- Topic: Tell, what is necessary to make new models for Warzone 2100 with new textures?
- Replies: 30
- Views: 20334
Re: Tell, what is necessary to make new models for Warzone 2100 with new textures?
we need to find a format that carries UV texture coordinats with the file, otherwise we have no way of texturing....
- 10 Oct 2006, 23:57
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40571
Re: new headquarters and modeling - all here now.
I am still working on my HQ model, but the problem is I have to learn to UV texture with blender first... which I have done and now am making it with photoshop.... it is slow to make it look good. Then I was going to save it and give it to a coder. We had some people say they would work on it when I...
- 29 Sep 2006, 21:12
- Forum: Website feedback
- Topic: Perks to Kamaze
- Replies: 4
- Views: 6005
Re: Perks to Kamaze
Hey willis, I remmember you back from way when....
- 26 Sep 2006, 01:56
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40571
- 25 Sep 2006, 03:47
- Forum: Mapping / Modding tools & discussions
- Topic: new headquarters and modeling - all here now.
- Replies: 98
- Views: 40571
Re: new headquarters and modeling - all here now.
my only concern is will the uv texturing data be transfered to a 3ds format or whichever you use. Make sure it keeps the UV texture data...
- 23 Sep 2006, 19:17
- Forum: Development
- Topic: Warzone 2100 licensing and copyright issues
- Replies: 51
- Views: 31708