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Thread: [WIP] .render_model exporter (First custom model ingame!)

  1. #91
    Senior Member Lightning's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    Quote Originally Posted by jahrain View Post
    Meh, tool doesn't lack the needed things, they were disabled and removed by them.

    However, they might be like, OSHI! HE HAS A FREKING MODDED WARTHOG! BANT!" You know, h2x style.
    (The functions of the H2tool we got was completely stripped of it.)

    Well, honestly, if it involves making something to do something that was originally intended to do (like making a device machine/control lightbridge in Mp) I would be willing to risk it, because I know that is the only way the content would be at it's best.

    What I'm saying is, even if there is software limitations, why not try your damn hardest to use the full potential of the software to tap the limitless ideas, knowledge, and dedication that the community has to offer?

    That's one reason I stopped all progress on all of my H2V (sans BG) maps. I was, for the past 8 or so months, so anxious to get my maps in the new engine. Then finally when the day arrived, nothing that I had worked so hard for in CE would work in vista.

    No lifts. No lightbridges. No little cutscene flash with the map name, no visually enhanced weapons, no unique lighting effects/particles, no Civihog/Transhog/Snowhog/Junglehog, hell, no spinning orb/hologram animated scenery.

    Not even a single tree.

    So what if we're 'crossing the line'. To me, dedication to my own work is more than worth the risk.
    Last edited by Lightning; July 8th, 2007 at 02:16 AM.

  2. #92
    I R Serious Texra DaneO'Roo's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    ^ TBH

    Not even a frigin tree. How sad.

  3. #93

    Re: [WIP] .render_model exporter (First custom model ingame!)

    Just a small minor update. I managed to finish the options panel, which allows some settings to manually, yet easily fix any upgrade issues as well as added some tool tips for each option. I also cleaned up the code a bit and optimized it a bit for speed. What was once about 2000 lines of code has been cut down to about 600 lines of code. I haven't set any fixed release date, but I'm hoping to at least get a public beta out by some time this week. Only a public beta well help me find out what sort of issues various users may run into and maybe pinpoint exactly what causes some of the upgrade issues as well as take suggestions on what to improve on or add in for a finalized release.

    I also have some other features planned for a later version which includes automatic shader and bitmap upgrading. But I like to get things out to the public as soon as possible and add things in as I go along so no one has to sit and wait forever.
    Last edited by jahrain; July 8th, 2007 at 07:21 AM.

  4. #94

    Re: [WIP] .render_model exporter (First custom model ingame!)

    Nice work jahrain, but i'm eager to ask if regions and permutations is a feature that you've included? Many times i've seen people create apps without these two aspects in mind. Anyhow keep up the great work.

  5. #95
    Prometheus Project Lead
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    Post Re: [WIP] .render_model exporter (First custom model ingame!)

    Quote Originally Posted by jahrain View Post
    Meh, tool doesn't lack the needed things, they were disabled and removed by them.
    Thus it lacks the needed things, since they are not present in the build we have.



    Nick

  6. #96
    I R Serious Texra DaneO'Roo's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    LMFAO

  7. #97
    This avatar size is... LlamaMaster's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    :win post: +rep

  8. #98

    Re: [WIP] .render_model exporter (First custom model ingame!)

    I lol every time nick tries to correct my sarcasm. :P

    Quote Originally Posted by Choking Victim View Post
    Nice work jahrain, but i'm eager to ask if regions and permutations is a feature that you've included? Many times i've seen people create apps without these two aspects in mind. Anyhow keep up the great work.
    Permutations are fully supported, as well as LODs. Right now it just transfers the first region block due to some issues it was causing with the markers, but I can assure you it will be sorted out before a final release, its just a matter of adding several more painfully tedious nested for loops.

  9. #99

    Re: [WIP] .render_model exporter (First custom model ingame!)

    Awesome, thanks for the reassurance, i just thought id ask since your vertex weight injector didn't support lods or permutations and rec0s didn't support regions at first. Even theghosts jms exporter doesn't support regions

  10. #100
    Back for the Russian Halo p0lar_bear's Avatar
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    Re: [WIP] .render_model exporter (First custom model ingame!)

    Quote Originally Posted by Choking Victim View Post
    Awesome, thanks for the reassurance, i just thought id ask since your vertex weight injector didn't support lods or permutations and rec0s didn't support regions at first. Even theghosts jms exporter doesn't support regions
    I thought it did; didn't it inject the vertex weights into each JMS file?

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