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well, i did this way:I exported everything then i opened the .ASE file and modified some paths, like the name of the mesh, which was empty, in this case was a XmasHatFS.Max,and the paths to textures, in this case was c:/..., i changed to xmashatfs/*texturename*, so i still dont get any good result, look the same thing.Sry for my bad english :/In my experience, textures usually export with fully qualified path, and cannot be moved to another machine until the paths are made relevant to the client folder. If you are not exporting to the client folder on your PC, they won't even work there.
Does that help?
(BTW... you know there is a low and hard tri-poly limit to objects in PT right? That model looks *way* to complicated to play with to me)
I already did what u said to me, and the others said to me, no results. I think i dont need have the mesh,textures files inside server and client folders, because with normal items,when i change any mesh file, they work normally with right textures. And i dont know what to do.Export the ase both in max 7 (or the one you use to export with the Sandurr exporter) and a more recent version of 3dsmax, and use the mapping coordinates from the one you exported with the recent 3dsmax (use only the Physique block from the other).
I am without the 3dsmax7 right now, but with luck i will have time to install it again and make a simple object to do those stuff again, etc..
Nice head XD..
The server needs no textures. (doesn't use them, and only really uses bounding boxes for other objects ... but they won't cause it problems)
The textures client side need to not be fully qualified. They must be relative, and depending on which routine is rendering that object, the base of that relative path is different. I don't know what it would be for your "head", you'll just have to figure that out from similar objects.
Looks as accurate as the PT engine gets to me. Alpha layers are an advanced feature, used sparingly and with great art and care. Seeing back faces behind alpha... I've never seen a PT engine that does that right. How are you planning to rewrite the engine code to achieve that?If u see right, they are totally messed up.
And Eyes and Hair textures, both has alpha channels, it must keep inside the texture.
See whats wrong with this mesh, im almost giving up
Alpha Channels works well on PT, i tried to put some Trees and flowers on Ricarten City, and worked well, not sooooooooooooo perfect, but it worked. And i dont know nothing about programming or about PT programming, i just try to make some mods for fun or just port them from another game to PT, for funLooks as accurate as the PT engine gets to me. Alpha layers are an advanced feature, used sparingly and with great art and care. Seeing back faces behind alpha... I've never seen a PT engine that does that right. How are you planning to rewrite the engine code to achieve that?
Honestly, I suspect you are simply expecting too much of a game which is a decade old, but the arty folks here may know some tricks you can use to get closer.
I think you "misheard". PT2 (2nd Enigma) is written on the Unreal engine.Priston Tale is Unreal Engine based, i heard..