Questions (3DS Max & GunZ)

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  1. #126
    Its Friday :D! trunksx is offline
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    Re: Questions (3DS Max & GunZ)

    Ok nothin happen, everything it's completly dark, any ideas (?) how to do it correctly (?)
    What I did was editi xml spawn_solo 101 and camera pos 1 and 2.( position manually)
    PS: before do it I test my map and it works fine. So i dont know why its completly dark.


  2. #127
    2D > 3D Wucas is offline
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    Re: Questions (3DS Max & GunZ)

    Quote Originally Posted by trunksx View Post
    Ok nothin happen, everything it's completly dark, any ideas (?) how to do it correctly (?)
    What I did was editi xml spawn_solo 101 and camera pos 1 and 2.( position manually)
    PS: before do it I test my map and it works fine. So i dont know why its completly dark.

    Take a look at my Dark Interface release. Inside it has a login map already made in which you should be able to get all the information needed.

  3. #128
    Its Friday :D! trunksx is offline
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    Re: Questions (3DS Max & GunZ)

    Quote Originally Posted by Wucas View Post
    Take a look at my Dark Interface release. Inside it has a login map already made in which you should be able to get all the information needed.
    Thanks , I fix this 5 min later but cant response because went out.
    The problem was the camera position. Now It look good . d:

  4. #129
    Its Friday :D! trunksx is offline
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    Re: Questions (3DS Max & GunZ)

    oh hi there
    i was playing around with vertex painting and I dont know why this happen, tried many thing but none of them works, so anyone has and idea why this happen:


    why the coat in character viewer is too short than the original.(?)

  5. #130
    2D > 3D Wucas is offline
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    Re: Questions (3DS Max & GunZ)

    Reset the scale of the object in the heirarchy tab. If the object is not 100% scaled it causes weird errors with softbodies

  6. #131
    Its Friday :D! trunksx is offline
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    Re: Questions (3DS Max & GunZ)

    Any idea how to make invicible wall,?
    I already tried name it hide_ but it doesnt work.




    or there are any other solution to put boundaries at the top, so user cant go through it?

  7. #132
    2D > 3D Wucas is offline
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    Re: Questions (3DS Max & GunZ)

    Quote Originally Posted by trunksx View Post
    Any idea how to make invicible wall,?
    I already tried name it hide_ but it doesnt work.




    or there are any other solution to put boundaries at the top, so user cant go through it?
    Hide is literally the only way to make a collision hull. Are you sure you are using closed elements?

  8. #133
    Its Friday :D! trunksx is offline
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    Re: Questions (3DS Max & GunZ)

    Quote Originally Posted by Wucas View Post
    Hide is literally the only way to make a collision hull. Are you sure you are using closed elements?
    when i export with the hide_ my character walks in that plane instead of the ground.
    this is what i got in my scene

  9. #134
    2D > 3D Wucas is offline
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    Re: Questions (3DS Max & GunZ)

    Quote Originally Posted by trunksx View Post
    when i export with the hide_ my character walks in that plane instead of the ground.
    this is what i got in my scene
    im not completely understanding. You should be able to change position of spawns by dummies, and if you are having problems with player clip being touchy, make more elements (one element for the ceiling and one for he floor). Honestly though, I have never had a single problem with collisions, at least when the dummies are in the right place.

  10. #135
    Its Friday :D! trunksx is offline
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    Re: Questions (3DS Max & GunZ)

    so weird but thanks anyways, going to keep trying till it works.
    btw about flag, I need to do entire animation from scratch, right (?)

  11. #136
    Ninja Goblin HellSniper is offline
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    Re: Questions (3DS Max & GunZ)

    Quote Originally Posted by trunksx View Post
    btw about flag, I need to do entire animation from scratch, right (?)
    No, you stupid '-' ?
    Anyways, how about you show us your collision mesh or rather, upload it so we can tell you your problem.

  12. #137
    Its Friday :D! trunksx is offline
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    Re: Questions (3DS Max & GunZ)

    ._.
    anyway, already fix it, i just build a roof instead of hide_ object.

  13. #138
    Ninja Goblin HellSniper is offline
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    Re: Questions (3DS Max & GunZ)

    Quote Originally Posted by trunksx View Post
    ._.
    anyway, already fix it, i just build a roof instead of hide_ object.
    Sort your normals out and make a closed volume for collision mesh, done ..

  14. #139
    Apprentice Veryl is offline
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    Re: Questions (3DS Max & GunZ)

    sorry if this is a necrobump, but since this is a good Q&A it's better to keep things close to eachother. Is there any way to animate the sun_ dummy? (like a day and night cycle) also my flag doesn't seem to show up. I named it exactly the same as in the flag.xml from mansion, then I saw in the rs.xml that there is a dummy and a elu with the same name. my brain explodes. so I put a dummy on the same spot of the plane that suposed to work as a flag but I dont get any result '-'. I also read that Hellsniper doesn't want to give out things on a silver platter, but I have tried my best. I am not a coder nor I model proffesionaly. I am an amature that does this for a hobby and all I care about is results.Ofcourse figuring out yourself is a better learning curve, but face it....GunZ is a dieing game and it's hard to find motivated developers that can do everything nescesary to create a goodlooking items. So can I get a clear answer instead of hints? or is that illegal...all I need to know is how to make a flag and im just curious if that lensflare can be animated. Thanks.

  15. #140
    Ninja Goblin HellSniper is offline
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    Re: Questions (3DS Max & GunZ)

    The sun dummy is used for dynamic lighting, faking standing in the shadows or not.
    The lighting is baked and not dynamic, no day/night cycling is possible, unless you want to make the game cycle through various bitmaps which would cause bloated filesize of the map itself and possible frame drops.

    Theres a dummy for flags because thats how maiets exporter handles objects.
    Every object will be saved/mentioned in the object and dummy list even though for the most part the dummy list entries arent doing anything at all.
    Make sure your mesh is textured and has appropiate vertex painting for the softbodies.

  16. #141
    Apprentice Veryl is offline
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    Re: Questions (3DS Max & GunZ)

    well I was going to duplicate the mesh into several elus and make it darker (as for the skybox varieing) through the visibility track. (not going to animate the shadows) its going to be a small map really. it'll probably lag, but its going to be just a map to chill out and talk around a campfire :3 so I guess the lensflare can't be animated? it's just a minor detail that would look pretty over day going from west to east.... or the other way. going to focus a bit on vertex painting now

  17. #142
    Ninja Goblin HellSniper is offline
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    Re: Questions (3DS Max & GunZ)

    Even then, duplicating the whole map for the sake of that will actualy cause quite some lag.
    You cant animate the lensflare, you could fake the lensflare and use view alignment as the lensflare does anyways, wont turn out the same way though.
    Besides the fact that you will be having to deal with zfights from basically any distance but up close.

  18. #143
    Account Upgraded | Title Enabled! exercitus is offline
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    Re: Questions (3DS Max & GunZ)

    ive been trying to export a set but everytime i drag it into the character viewer, it crashes. im using 3ds 2013, 64 bit with SecretOfThePast's new exporter. its been a while since i made anything so i just winged it and now im not sure if i made any mistakes or if its the plugin doesnt work correctly, and i dont have the 2010 version to check. here's the file : http://puu.sh/6yful/e126a3dae0.7z , i included the elu, .max for 2010 and .max for 2013.

    i'll also post in SOTP's release just in case the exporter is buggy and needs fixing.

  19. #144
    Ninja Goblin HellSniper is offline
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    Re: Questions (3DS Max & GunZ)

    Its chris's / sotp's exporter.
    Also, you have unassigned vertices.
    The exporter writes the mesh wrong or corrupts it, either way.
    Last edited by HellSniper; 26-01-14 at 04:08 AM.

  20. #145
    Account Upgraded | Title Enabled! exercitus is offline
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    Re: Questions (3DS Max & GunZ)

    right, that was going to be my next question. do vertexpainted parts need to be rigged? i wasn't sure, i thought it would conflict with eachother
    can i just assign the vertices on the coat to bip01?

  21. #146
    Ninja Goblin HellSniper is offline
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    Re: Questions (3DS Max & GunZ)

    Yes, you assign them to a bone that wouldnt move otherwise (bip01,spine1).
    However, your result with that mesh & softbodies may not be what you are looking for.

  22. #147
    Account Upgraded | Title Enabled! exercitus is offline
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    Re: Questions (3DS Max & GunZ)

    what do you mean? normally i wouldve tested it out myself but i dont have the tools to do so atm. are you referring to the amount of loops i have in the coat?

  23. #148
    Ninja Goblin HellSniper is offline
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    Re: Questions (3DS Max & GunZ)

    Nah, the rigging part.
    I guess you could attach them at the legs ...
    Youll find out as soon as you pop it in mcv.

  24. #149
    Account Upgraded | Title Enabled! exercitus is offline
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    Re: Questions (3DS Max & GunZ)

    im not really in a hurry, so i'll see what happens when SOTP has time to fix the exporter. dont really feel like installing 3ds 2010 just to export this one set
    thanks for your help, really appreciated

  25. #150
    Account Upgraded | Title Enabled! exercitus is offline
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    Re: Questions (3DS Max & GunZ)

    so i got this weird problem where my collision wont get compiled:
    Code:
    Starting BSP Export...
    object pass_ceiling : pass_ceiling: 8 ver / 3 face 
    object pass_chandelier : pass_chandelier: 192 ver / 156 face 
    object pass_fence : pass_fence: 2028 ver / 1280 face 
    object pass_fireposts : pass_fireposts: 242 ver / 176 face 
    object pass_floorlower : pass_floorlower: 4 ver / 1 face 
    object pass_floorupper : pass_floorupper: 22 ver / 14 face 
    object pass_floortrimlower : pass_floortrimlower: 16 ver / 4 face 
    object pass_floortrimupper : pass_floortrimupper: 28 ver / 14 face 
    object pass_pillars : pass_pillars: 4864 ver / 2494 face 
    object pass_walls : pass_walls: 44 ver / 18 face 
    object pass_walltrim : pass_walltrim: 44 ver / 18 face 
    object hnav_npc : hnav_npc: 34 ver / 24 face 
    NaviMesh: 34 ver / 40 face 
    object hide_00 : hide_00: 140 ver / 150 face 
    RSBsp Info : 4178 faces
    Scene Dimension ( 3080.7 3457.4 1485.4 )
    Saving Source Data.
    CSG union - 0 objects
    0 faces eliminated. (solid)
    0 source polygons remain
    optimized 0 polygons remain
    Generating Convex polygons...
    Optimize Polygon 4178 -> 4099 
    Constructing Collision BspTree. ( 0 source polygons )
    Collision Bsp Info : total 0 faces splitted 0 leaf nodes 1 nodes 12 polygons
    Constructing OcTree. ( 4099 source polygons )
    Octree Info : total 553 faces splitted 16 leaf nodes 31 nodes 4652 polygons
    Constructing BspTree. ( 4099 source polygons )
    RSBsp Info : total 9589 faces splitted 6996 leaf nodes 13991 nodes 13688 polygons
    Constructing Bsp Bounding Volumes.
    so, it does recognize the collision 'hide_00', but when constructing the collision it says 0 source polygons.
    i'm pretty sure my mesh is fine: http://puu.sh/g2eT8/5b1a61f702.obj

    EDIT : apparently i had to assign a material to it for it to work '-'
    Last edited by exercitus; 18-02-15 at 09:50 PM. Reason: fixed



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