I did what you said, but why this happen to the 1st image
see?
why this happen? and also theare some part that disapper while the camera is rotating
I did what you said, but why this happen to the 1st image
see?
why this happen? and also theare some part that disapper while the camera is rotating
Turn Double Sided On. Im guessing the reason you get that little area there that is see through comes from alpha that is neither black nor white, somewhere in between. When something is only partially visible it can cause little glitches like this. (Alpha test is used to stop this)
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Last edited by Wucas; 18-01-13 at 05:01 AM.
Use maiets character viewer to set the alpha clipping to 100.
Left: with clipping set to 100.
Right: clipping default at 0.
Here you can see that maiets animation also has this "problem".
Unlike you they dont blend the texture until it disappears using the visibility track.
Additionaly premultiplieng the alpha information has also an effect on the clipping.
Dont ask me which value affects the clipping @max's material editor, its possible that maiet used mcv's material edit functions for that.
I think this is the most useful and informative thread the past few weeks
/months and fllooded here lol _\|/_
I love threads like these great job guys, really helps teach this section things. I CAN'T HELP BUT BE REMINDED OF THIS AMAZING MOVIE SCENE.
"Did this make sense to you?"
"yeah, you?"
"YESSS :DDD"
oh if only I weren't too lazy to caption that on the gif.
It just feels so much like what I imagine some gunz guise learning things for the first time.
I CAN'T HELP BUT GENERALIZE YOU ALL AS TARDS, IM SO SORRY <3 I LOVE YOU ALL.
Last edited by Brushes; 18-01-13 at 08:50 PM.
This really has nothing to do with Max, 3D design, or anything like that but I'll answer you anyways
That is what we can an effect, and the game has it so when the NPC uses the effect as a range projectile. There is AI built in that allows effects to follow the person when guidable="true" in zskill.xml
So no, this would not be a simple XML change to make it work for weapons, since they follow their own set of rules. Range weapons =/= skills (or effects).
It would take source adjustments (and probably a whole new weapon type) for this to work
first ty wuoas . second they told me this is already on gun z LOL WTF and they give me a video
does anyone know the polylimit?
The map poly limit is around 24k polys.
is that with collisions? even if, that'll still be more than enough.. probably. Thanks!
Ugh, without.
Collision isnt rendered.
Your maps always crash, besides your quest ones caus you make em small.
Hi, I have a little issue with the fire animation.
it displays an animation but it only have 2 frame "i guess" in the 1st frame there's no texture and the 2sd there's the texture that i assigned to the model and it loop over 2 seconds.
i'll let the file, it contains all the textures of the animation. (they're all maiets textures)
Fire-test.zip
1. Clean your material pallet when your working with ELUs. ELUs can only hold ~16 textures at a time, and that means everything in your material editor will be loaded. (ELUs are the only visual mesh that can do texture animation anyways, so there is no other way around this.)*
Spoiler:
2. GunZ drops ".DDS" when using converted TGA and BMP textures.
Spoiler:
Note* Although you can use 'obj_' to create ELUs in a map, it is not recommended. By doing this you are basically reloading all the textures from your map when the ELU is rendered, and it causes useless bloat. When finishing an elu, save your project, delete everything but the parts to the ELU, then export it out with the MCPlug2 exporter (ELU exporter) rather than the RsBspExporter.
Last edited by Wucas; 20-01-13 at 10:32 PM.
Last edited by HellSniper; 21-01-13 at 04:21 AM.
Is it possible to import a realspace file into 3d max?
I know you can export but it fails when import, so i wonder if there's a pluggin I need to install before import .rs files?
So if there'ss no importer for 3ds max, there's another way to get gunz maps like Island? in 3d format?
Besides ripping with something like DXRipper I do not think so, and even then, you can only grab visual meshes (no lamps, collisions, etc) and it will probably be warped to all hell because of perspective view.
I have no idea why you would want any of MAIETs maps in the first place though, just create your own... if you need an example just ask and I can post one of my MAX files of a completed map.
Forgot if I already asked this or not, but how so I make it so there is the sun like from Town and HellSniper's Pavilion map? Do I just name the mesh to sunny_omni?