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Thread: v1.5 development news |
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Finally a release date for v1.5(rc1) is set.
By the end of July v1.5 rc1 will be out for registered users to test.
This will be the final version but users will have the chance to suggest any last minute performance changes or report any bugs.
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Thread: Torque Exporter Version 1.1 |
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Torque Exporter updated, nothing added just fixed a couple of bugs(couldn't wait for v1.5).
Fixed 'crash on export' bug (!!! important !!!)
Fixed a *.dsq file trigger bug that made some files unloadable
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Thread: mdm exporter |
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Phew, glad you got it working! Saved me a lot of searching and tweaking!
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Thread: call of duty 5? |
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The file format is the same, meaning the exporter needs no alterations.
The error points to a normal with 0 magnitude.I guess the converter is pretty sensitive.The exporter has to check for zero normals and output a (1,0,0) vector just to keep the converter happy, of course must output a warning too.
I'll have to check the converter, could you by any chance email me the conversion tool
else I'll have to download 1GB).
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Thread: animations |
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You can import animation files (*.skc) either with or without a model.
In both cases you must select a model file(*.skd) which contains base skeleton bone data:
A) Import skc file(must also select a model *.skd).Only bones will be imported. Uncheck 'Replace bones animation' checkbox before pressing ok.
OR
B) Import skd file, select the skc animation file you want to edit.
Both model and animation will be imported(this way you can view the model while editing the animation).
When exporting, choose (*.skc) file format.
Remember to type the same filename as the skc file you're editing.
Also the folder names(path) in your pak must be the same as the path of the file you're editing.
If you want to add your own bones I'm afraid it won't work simply because you should have to edit all animation files used by the model.
Paths of original human model,animation files in pak file:
models/human/animation
Weapons and others have animation files(skc) in their own folder(s):
models/weapons
models/vehicles
etc.
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Thread: call of duty 5? |
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I got your email.Checking out the new file format...
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Thread: mdm exporter |
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ImpExpRTCW plugin updated! (*mdm exporter fix)
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Thread: mdm exporter |
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Yeap! a "stupid" little bug prevents the model from displaying:
lodBias=1.0
lodScale=0.0
should be:
loadScale=1.0
lodBias=0.0
Fixed it and updating the exporter.
I'll let you know when the updated zip will be ready to download(no more than some hours from now).
PS
There are normals in mdm files
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Thread: MS3D Exporter |
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Well, the path issue is MS3D's problem actually.
It should check local folder first, then file path saved to file
Normally the texture files should be placed in the same folder that the exported file is saved beforehand so that the exported file paths are correct.
In cases such as the one you mentioned file paths can be corrected, on loading, and replaced with the ones used to successfully load the files.
Could be implemented as a Preferences option.
As for the other 'groups' have no 'material' problem I'll check it out asap.
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Thread: Optimize |
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Maybe you mean PolyChop modifier(Mesh: LOD for v1.5 beta).
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Thread: v1.5 development news |
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Merry Xmas everybody!
Yes LR3D development is active in contrast to me not posting as often as I should.
So, what's new:
2 major code changes(originally planned for v2.0),
maybe not important for some users:
Fully animated material/texture subtrees, meaning you get pretty nice effects(kind of 3dsmax-like materials/textures for those who've been using 3dsMax).
Materials containing sub-materials, textures sub-textures etc.
Real-time raytraced material preview.
Diffuse and specular shaders(oren-nayar,minnaert,blinn,schlick etc.)
Procedural textures(wood,marble, etc.)
User materials/textures possible through SDK.
Materials can be saved/loaded(material library).
Of course a new material editor's been coded.

LR3D now supports separate animation tracks.
Also a new track editor will replace animation editor.
This one is modeless allowing interaction with scene objects.
User tracks can be added to objects for exporting purposes.
SDK allows new user track classes.

And the new animation bar(red=position key(s), green=rotation key(s), blue=scale key(s) )

Last, bugs found in v1.5 beta are fixed.
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Thread: Making fantasy game? |
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Free ads not allowed!
Wanna advertise? do it properly.
It's ok to post links to sites offering ONLY free 3D content, direct links to free model files or your own work made with LR3D.
matty47 thanks for reporting!
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Thread: Export bons 3D Max |
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You can export to directx(.*x), blitz3d(*.b3d) or *.md5(quake4,Doom3 file format), all support bone animation, skin weights etc.. You'll have to search for 3ds max importers though.
Google and see if you can find any free importers for max.
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Thread: LightRay3D v1.5 beta has been released! |
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No, I don't think so.
You see, those tutorials were not videos but actual actions in real-time(mouse clicks, cursor movement etc.).So it got too complicated(codewise).
New tutorials will be 'true' captured videos.
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