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Issue #139 Base Facilities Texturing


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#1 Vaaish

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Posted 24 May 2005 - 01:13 PM

Opening topic

Issue Tracker link:
http://bugs.projectx....php?bug_id=139

#2 gregie

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Posted 25 May 2005 - 02:17 PM

i'm starting work on this.
i'll also retouch each model to reduce polycount an maybe to add some detail.

#3 Beetle

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Posted 25 May 2005 - 02:33 PM

Hi
If you want to see how your models look in game, contact me :)

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#4 gregie

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Posted 25 May 2005 - 03:58 PM

Hi
  If you want to see how your models look in game, contact me :)

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great! i sure will.

i'v twicked the model a bit, and aded a piece of equippment, without increasing polycount. will start texturing tomorrow

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#5 Vaaish

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Posted 25 May 2005 - 05:58 PM

do make sure that there is adequate room between the equipment and table for characters to walk through..

#6 Exo2000

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Posted 27 May 2005 - 05:58 PM

The only worries about that should be with that Microscope hoohah in the far corner, but it looks ok.

Top down view for reference?
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#7 gregie

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Posted 12 June 2005 - 02:44 AM

ok, i'v been having some problems with doing the lab, so i have moved to the large radar.
it's moving better.
but i dont understand the support structure for the radars.. it looks like kinda abstract alien stuff. could someone explain to me what it is? is it concrete pillars? metal? something else?

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#8 Beetle

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Posted 12 June 2005 - 03:59 PM

i not a creator of this mesh, but it looks like concetrate to me (maybe upper part is made from metal). It would be much thiner if made from metal.
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#9 Exo2000

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Posted 12 June 2005 - 04:35 PM

Yeah, upper part looks like it should be metal. The rest either metal or stone of some kind.
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#10 mikker

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Posted 12 June 2005 - 04:50 PM

looks extremly messed up. It should be remade.

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#11 Vaaish

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Posted 12 June 2005 - 09:39 PM

no it's not messed up, it was to be steel truses and concrete base or solid steel reinforced concrete supporting a metal plate used to anchor the radar dishes... since it isn't going to be that visable I made it pretty low res.

Edited by Vaaish, 12 June 2005 - 09:41 PM.


#12 Exo2000

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Posted 17 June 2005 - 10:48 AM

IMO the Radar looks a touch overbalanced, it should be further toward the middle of that block thing it's sitting on. Looks a bit.. precarious, might fall off. :P

Steel/Concrete framework will do nicely. :)
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#13 Vaaish

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Posted 17 June 2005 - 02:14 PM

the reason it's that far forward is so it can rotate w/o hitting the walls

#14 Exo2000

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Posted 17 June 2005 - 02:29 PM

Still, it looks rather overbalanced. I'd suggest extending the lower framework out to use the little bunkerwall there as structural support. My 2 pence, at least. :)
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#15 Moriarty

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Posted 25 September 2005 - 11:02 PM

just a little shouldering-in from the creative text department here... about the small and large NEUDAR: could somebody (preferably the modeler himself :P) explain to me what the spheres in the corner of both base modules are? both the small and large neudar have these things that sit in the corner.
if you actually had some explanation for them, I would love to hear it to integrate it into the explanation :)
on the other hand, if they were just put there to make the thing look more interesting and take up some empty space, I could supply an explanation, but it would be much better if there were three of them - so is it perhaps possible to put a third sphere in there? B)
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#16 Guest_Azrael_*

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Posted 26 September 2005 - 03:41 AM

It's kinda our job to make the explanations, Moriarty :) About adding a third sphere, I wouldn't count on it, the artists have way too much on their hands to go back to complete models to redesign them for us, I'd say.

#17 Vaaish

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Posted 26 September 2005 - 05:40 AM

I was under the impression we were't going to call them neudar... sounds a bit like castrating something...anyway I digress, my intention was that they were some form of power amplification system.

#18 Moriarty

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Posted 26 September 2005 - 09:48 AM

well, as far as I know, the name NEUDAR for NEUtrino Detection And Ranging is final. and that's where the problems start: if it uses neutrinos, the big antenna is totally useless, because neutrinos cannot be reflected. instead, the usual method of detecting neutrinos is to let them pass through huge tanks filled with something translucent, so you can detect light flashes from the very seldom occasions when a neutrino actually hits something and causes a discharge.

I see two possible ways here.

1) we keep the model as it is, and discard the neutrino stuff. we would need a new name for the radar-equivalents and entirely new texts, because either we change the things back to standard radars, or we need an entirely new idea.

2) we add a third sphere in the model, which shouldn't be too big a deal, and say that they are neutrino detection tanks. you need three in order to be able to localize the neutrino source in a three-dimensional system. we make minor changes to the texts, saying that the chances of UFO detection with conventional radar-sweeps are zero, and that instead the three-tank detection array waits for a UFO-caused neutrino burst, then points the big antenna at the point of origin and continues tracking the signals recorded from there, which is much easier than detecting them against background noise in the first place. :)


...or does anybody see a third solution?
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#19 red knight

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Posted 26 September 2005 - 09:53 AM

We will probably go with 1 unless art sais they will change the model.

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#20 Guest_Azrael_*

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Posted 26 September 2005 - 09:58 AM

well, as far as I know, the name NEUDAR for NEUtrino Detection And Ranging is final. and that's where the problems start: if it uses neutrinos, the big antenna is totally useless, because neutrinos cannot be reflected. instead, the usual method of detecting neutrinos is to let them pass through huge tanks filled with something translucent, so you can detect light flashes from the very seldom occasions when a neutrino actually hits something and causes a discharge.

I see two possible ways here.

1) we keep the model as it is, and discard the neutrino stuff. we would need a new name for the radar-equivalents and entirely new texts, because either we change the things back to standard radars, or we need an entirely new idea.

2) we add a third sphere in the model, which shouldn't be too big a deal, and say that they are neutrino detection tanks. you need three in order to be able to localize the neutrino source in a three-dimensional system. we make minor changes to the texts, saying that the chances of UFO detection with conventional radar-sweeps are zero, and that instead the three-tank detection array waits for a UFO-caused neutrino burst, then points the big antenna at the point of origin and continues tracking the signals recorded from there, which is much easier than detecting them against background noise in the first place.  :)


...or does anybody see a third solution?

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I will handle these texts, I want to try to salvage as much as possible. I will, at some point in the near future :)

#21 Moriarty

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Posted 26 September 2005 - 10:48 AM

We will probably go with 1 unless art sais they will change the model.

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...well, Vaaish? what say you?
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#22 Shinzon

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Posted 02 November 2005 - 08:43 PM

Unrawped the barracks...

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#23 red knight

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Posted 05 November 2005 - 08:18 PM

Excelent work Shinzon, how much time do you estimate you will need to texture them?

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#24 Shinzon

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Posted 14 November 2005 - 05:49 PM

General Color on... some basic detailing started...

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#25 Guest_Azrael_*

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Posted 14 November 2005 - 05:51 PM

Just a thought, maybe you should start uploading your files everytime you make a significant progress? just to avoid more casualties :)

Looking good =b

#26 Vaaish

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Posted 14 November 2005 - 07:23 PM

Nice job! If you want to back up the files just zip them and attach to the forum.

#27 ATeX

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Posted 15 November 2005 - 02:48 AM

fantastic!


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#28 Shinzon

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Posted 23 November 2005 - 04:46 PM

I decided to scrap the wood look, and use some of the already made textures that are stored along with the base facilities...

Heres a render

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#29 fux0r666

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Posted 23 November 2005 - 04:55 PM

well, as far as I know, the name NEUDAR for NEUtrino Detection And Ranging is final. and that's where the problems start: if it uses neutrinos, the big antenna is totally useless, because neutrinos cannot be reflected. instead, the usual method of detecting neutrinos is to let them pass through huge tanks filled with something translucent, so you can detect light flashes from the very seldom occasions when a neutrino actually hits something and causes a discharge.

I see two possible ways here.

1) we keep the model as it is, and discard the neutrino stuff. we would need a new name for the radar-equivalents and entirely new texts, because either we change the things back to standard radars, or we need an entirely new idea.

2) we add a third sphere in the model, which shouldn't be too big a deal, and say that they are neutrino detection tanks. you need three in order to be able to localize the neutrino source in a three-dimensional system. we make minor changes to the texts, saying that the chances of UFO detection with conventional radar-sweeps are zero, and that instead the three-tank detection array waits for a UFO-caused neutrino burst, then points the big antenna at the point of origin and continues tracking the signals recorded from there, which is much easier than detecting them against background noise in the first place.  :)


...or does anybody see a third solution?

<{POST_SNAPBACK}>


How would one detect or range with neutrinos if they cannot be reflected? The signal must be reflected from the target in order to come back to the antenna or 'neutrino-photo liquid.'

edit: I'm sorry I caught this so late. I replied without really reading down. This discussion seems semi-obsolete and a little off topic. We can relocate this to the appropriate CTD thread if there is any inerest in discussion, and there is any objection to having the discussion here.

Edited by fux0r666, 23 November 2005 - 04:58 PM.


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#30 Vaaish

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Posted 23 November 2005 - 05:40 PM

I decided to scrap the wood look, and use some of the already made textures that are stored along with the base facilities...

Heres a render

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looking good there Shinzon. lets try to warm up the colors a bit, right now it's focusing a little heavily on the blues

#31 Moriarty

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Posted 24 November 2005 - 03:31 AM

How would one detect or range with neutrinos if they cannot be reflected?  The signal must be reflected from the target in order to come back to the antenna or 'neutrino-photo liquid.'

edit:  I'm sorry I caught this so late.  I replied without really reading down.  This discussion seems semi-obsolete and a little off topic.  We can relocate this to the appropriate CTD thread if there is any inerest in discussion, and there is any objection to having the discussion here.


the neudar is a passive device. anything else would reveal the base's location. the neutrinos are created by the UFO's power system.

again, IF we want the NEUDAR to use ONLY neutrinos for detection, the reflection dishes are totally stupid. we may move this discussion into the CTD, but it is an issue that must be resolved unless we want anyone with a little bit of physics knowledge to laugh at us. weird technobabble is fine, but not when it openly contradicts real-life physics. ^_^
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#32 Vaaish

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Posted 24 November 2005 - 10:12 AM

How would one detect or range with neutrinos if they cannot be reflected?  The signal must be reflected from the target in order to come back to the antenna or 'neutrino-photo liquid.'

edit:  I'm sorry I caught this so late.  I replied without really reading down.  This discussion seems semi-obsolete and a little off topic.  We can relocate this to the appropriate CTD thread if there is any inerest in discussion, and there is any objection to having the discussion here.


the neudar is a passive device. anything else would reveal the base's location. the neutrinos are created by the UFO's power system.

again, IF we want the NEUDAR to use ONLY neutrinos for detection, the reflection dishes are totally stupid. we may move this discussion into the CTD, but it is an issue that must be resolved unless we want anyone with a little bit of physics knowledge to laugh at us. weird technobabble is fine, but not when it openly contradicts real-life physics. ^_^

<{POST_SNAPBACK}>


I remember Neudar coming up several months ago with CTD wondering why we have the dishes. I seem to remember us just going ahead and useing standard radar and leaving the neudar off the table for the time being.

#33 Shinzon

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Posted 17 December 2005 - 02:01 PM

Update:
Tried warming the barracks up by changing the color of the walls, changed from tile to carpet.

some texturing on the ktichen area...

Oh and don't mind whats on the monitor... that has changed 100 times over...

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#34 Vaaish

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Posted 17 December 2005 - 02:16 PM

I think it looks pretty good. does a good job warming things up and ooking pretty nice. You may want to make thepattern in thecarpet and tile smaller so its more in scale with the size of humans in there.

Finish up adding some details to the texture and I think this is close to finished.

#35 Shinzon

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Posted 18 December 2005 - 04:19 PM

Another Update

-Lightened up the wood in the kitchen slightly
-Added Cupboards to the kitchen are
-Resized the carpet and tile to be smaller
-added a Dish washing list in the kitchen listing all the art department members, but its too small to read...
-Started playing around with the exteriour texture of the barracks...

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#36 Vaaish

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Posted 18 December 2005 - 05:25 PM

looks mostly good :)

I'd think about more vertical cabinets for the kitchen aera... I've yet to see many kitchens that have drawers like that go all the way down.

And I think we should just use a basic concrete for the outer wall with maybe some reinforcing visible.

#37 Beetle

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Posted 19 December 2005 - 04:26 AM

Nice, very nice :)
(i know it isn't very constructive crytism, but anyway :) )
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#38 Shinzon

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Posted 28 December 2005 - 07:44 PM

update:

outer wall texture and re made the top
some rebar shows up... I dont really like the way it turned out though...

By the way is this is going to show up in base scape? battle scape? or both?

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#39 Vaaish

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Posted 28 December 2005 - 08:43 PM

both...

Thatsthe general idea.

lets tone down the rebar so its less prominent in there make it more of an accent instead of overpowering.

join the slab above the door into a single piece.

make the corner "segments" bigger and use only one or two dovetails but make it look more like this:
__
__]

and tone down the joints again... more as accents than as wide as you have them... these pieces are supposed to meet snugly but still show there is a gap.

#40 Shinzon

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Posted 16 January 2006 - 06:50 PM

Time for a little ressurect...

Tweaked the outer wall and added a texutre for the table... As well as toned down the rebar, just to break the texture a little...


I also did a render where the barracks compose a 3 by 3 grid with the armor in the middle... as you can see its relativly tiny...

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#41 Vaaish

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Posted 16 January 2006 - 07:17 PM

I think that looks really good. table and outer walls. I think I made a mistake on that table size though if you could check to make sure its scaled right for the armors lets call this one finished :)

Nice job!

#42 Shinzon

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Posted 16 January 2006 - 09:14 PM

Alright This is done and done...

Bump map + Specular map also done...

My Brazil render is broken so here is a defult max render >.<;;

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#43 Vaaish

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Posted 16 January 2006 - 10:41 PM

ok looks good... but I think you need to make that metal strip a tad smaller.... and really shrink down those rivets... they are way too big for the scale of the rest of the facility. and I thonk your bump is a little high... those are some pretty big lumps in the wall... tone those back to about 50% of what they are now.

Edited by Vaaish, 16 January 2006 - 10:42 PM.


#44 Shinzon

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Posted 17 January 2006 - 05:56 PM

Reduced the bump intensity as well as made the metal strip smaller...

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Edited by Shinzon, 17 January 2006 - 07:50 PM.


#45 Vaaish

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Posted 17 January 2006 - 09:25 PM

I think that wraps this model up. Good work.

#46 Shinzon

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Posted 22 January 2006 - 11:57 AM

Recently I got UFO aftershock... and I was looking at how they handled the base texturing... and I noticed that they didnt texture the ceiling(The part where we have the rebar) and it was just black, and I thought about it, if we make that part all black it will do a couple of things:

1. Make the player focus on the actual details INSIDE the facility, and not look at a cut off section

2. Since you can only use 1 black pixel for the entire celing, you can save rougly 1/4 of space to increase the detail

So mabe that might be a good idea?

And I have been trying to open the max files archives, but they dont seem to open for me... they give me an error and then crash out of MAX... Can someone please convert this max file into a 3ds so I can open it, and start texturing it?

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Edited by Shinzon, 22 January 2006 - 12:10 PM.


#47 Mad

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Posted 22 January 2006 - 12:01 PM

[...] it was just black, and I thought about it, if we make that part all black it will do a couple of things:[...]
So mabe that might be a good idea?

<{POST_SNAPBACK}>

I think this might be a bad idea. I agree, it will focus the player on the relevant things, and I see the advantages for the increased detail, but I just hated this "feature" of UFO: AS. :( It feels so... unrealistic. I always had the feeling that it is a graphics bug, though I know they did it intentionally.

---Edit---
I have no clue about texturing etc, but couldn't we make the ceiling just disappear? I mean, like in UFO: EU. there was no ceíling at all. I know, we need it if the player moves the camera to see the ceiling, but couldn't we just load it as soon as it is needed, and not before?

Edited by Mad, 22 January 2006 - 12:06 PM.

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#48 Shinzon

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Posted 22 January 2006 - 12:09 PM

I dont understand... I think the camera angle will be locked so you will never be able to see the ceiling...

I think something like that was planned for the ufo's so outside the entire thing is seen... but then the top dissapears to reveal the insides... or something like that

Edited by Shinzon, 22 January 2006 - 12:09 PM.


#49 Vaaish

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Posted 22 January 2006 - 01:15 PM

Here are the 3ds versions ofthefacilities that Fux converted awhile back.

and I really don't like the idea of leaving the top black. It gives more of an artificial feeling to the environment while showing the texture on the edges give a feeling that you are looking at a solid object that has been cut to give you a view inside.

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Edited by Vaaish, 22 January 2006 - 01:17 PM.


#50 Beetle

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Posted 23 January 2006 - 02:44 PM

Today i tried to export barracks into ogre format, but have problem. Still don't have 3ds max (maybe will get it soon). Tried to use Maya 6.0 and Blender 2.4 for conversion, but both failed.
In Maya 6.0 can't get ogre exporter running (strange becouse some time ago everything was ok)
In blender when i imported from .3ds file textures was missing, exporter splited barracks into two files (barracks and table). (also have problems with "clip end" in blender, max value is 1000 wich is to small to show whole facility)

Maybe someone manage to export it? If not i will try once again soon (maybe get that damm 3ds max to that time) :)

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