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Thread: Will v1.5 has this?
Prometheus

Replies: 1
Views: 1,142
RE: Will v1.5 has this? 06-22-2009 21:27 Forum: General Discussion


Not exactly, but can have plugins to assist on rigging.
Thread: Prom, you still around m8 ?
Prometheus

Replies: 2
Views: 1,258
RE: Prom, you still around m8 ? 06-22-2009 21:22 Forum: General Discussion


Sorry m8, my bad!
Yes, I'm still around.
See: v1.5 development news

That was it, it took me wayyy too long but I guess it was worth it.
More on release date, must finish with those help files... Big Grin
Thread: v1.5 development news
Prometheus

Replies: 53
Views: 14,998
06-22-2009 21:17 Forum: General Discussion


Finally a release date for v1.5(rc1) is set. Big Grin
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.
Thread: Torque Exporter Version 1.1
Prometheus

Replies: 0
Views: 1,787
Torque Exporter Version 1.1 03-19-2009 19:13 Forum: Torque Game Engine


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
Thread: mdm exporter
Prometheus

Replies: 9
Views: 2,149
01-23-2009 22:39 Forum: Quake/RTCW/ET


Phew, glad you got it working! Saved me a lot of searching and tweaking!
Thread: call of duty 5?
Prometheus

Replies: 6
Views: 1,749
01-23-2009 22:38 Forum: Wish List / Suggestions


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 toolConfused else I'll have to download 1GB).
Thread: animations
Prometheus

Replies: 1
Views: 1,263
RE: animations 01-21-2009 17:45 Forum: Medal Of Honor


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.
Thread: Unwrap 3d?
Prometheus

Replies: 1
Views: 1,115
RE: Unwrap 3d? 01-21-2009 14:33 Forum: Wish List / Suggestions


Do you mean unwrap uv?
Thread: call of duty 5?
Prometheus

Replies: 6
Views: 1,749
RE: call of duty 5? 01-21-2009 14:31 Forum: Wish List / Suggestions


I got your email.Checking out the new file format...
Thread: mdm exporter
Prometheus

Replies: 9
Views: 2,149
RE: mdm exporter 01-06-2009 11:26 Forum: Quake/RTCW/ET


ImpExpRTCW plugin updated! (*mdm exporter fix)
Thread: mdm exporter
Prometheus

Replies: 9
Views: 2,149
RE: mdm exporter 01-03-2009 23:34 Forum: Quake/RTCW/ET


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
Thread: MS3D Exporter
Prometheus

Replies: 3
Views: 1,180
12-23-2008 22:50 Forum: Bug Reports


Well, the path issue is MS3D's problem actually.
It should check local folder first, then file path saved to file Big Grin

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.
Thread: Edit Keys - Animation Editor
Prometheus

Replies: 3
Views: 1,091
12-23-2008 16:40 Forum: Wish List / Suggestions


Already added to new track editor! Wink
Thread: Optimize
Prometheus

Replies: 1
Views: 907
RE: Optimize 12-23-2008 16:37 Forum: Wish List / Suggestions


Maybe you mean PolyChop modifier(Mesh: LOD for v1.5 beta).
Thread: v1.5 development news
Prometheus

Replies: 53
Views: 14,998
12-23-2008 16:19 Forum: General Discussion


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.
Thread: Resources / Sample Files crash v1.5b
Prometheus

Replies: 1
Views: 1,478
RE: Resources / Sample Files crash v1.5b 12-23-2008 15:43 Forum: General Discussion


Downloaded and tried them all.
No crashes! Confused
Thread: Making fantasy game?
Prometheus

Replies: 1
Views: 1,563
10-25-2008 09:44 Forum: Torque Game Engine


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!
Thread: Export bons 3D Max
Prometheus

Replies: 1
Views: 1,664
RE: Export bons 3D Max 08-28-2008 16:28 Forum: Medal Of Honor


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.
Thread: md3 and 3ds models
Prometheus

Replies: 1
Views: 1,399
RE: md3 and 3ds models 08-25-2008 23:49 Forum: Wish List / Suggestions


For free 3ds models you can check(if you haven't already):
http://www.turbosquid.com
http://www.3dcafe.com
http://www.3dxtras.com
You may find what you're looking for
Thread: LightRay3D v1.5 beta has been released!
Prometheus

Replies: 14
Views: 11,235
08-20-2008 09:15 Forum: General Discussion


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.
Showing posts 1 to 20 of 252 results Pages (13): [1] 2 3 next » ... last »

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