Development > Artwork
Incendiary Rocket
ajveach:
Hey again, sorry about the delay. I was away for a wedding.
I finally managed to get a sourceforge account. Do I need to be added to the project to be able to upload anything to the sourceforge shell? If so, how do I go about that?
For now, I'm going to put up the model and the texture at:
http://ajveach.home.insightbb.com/ufoai/rocket.md2
http://ajveach.home.insightbb.com/ufoai/rocket.jpg
If someone wants to take a look at the file and figure out the problem, I'll put the solution to use in the rest of the models that I put together.
Thanks,
Anthony
Bandobras:
--- Quote from: "ajveach" ---I finally managed to get a sourceforge account.
--- End quote ---
:)
--- Quote --- Do I need to be added to the project to be able to upload anything to the sourceforge shell? If so, how do I go about that?
--- End quote ---
You just log in, choose Patches submenu, then Submit New, name the patch "My wonderful but broken model of ...", describe your problems, attach the file, submit. If you have many files you can attach them later, just make sure to log in. You can also update the existing ones...
Bandobras:
--- Quote from: "ajveach" ---http://ajveach.home.insightbb.com/ufoai/rocket.md2
http://ajveach.home.insightbb.com/ufoai/rocket.jpg
--- End quote ---
I've looked at them. I needed to rename rocket.md2 to rpg_ammo.md2 so that I can see it in ufopedia (the rocket.md2 is the model seen when the rocket is fired, but they are usually the same). The model is a classic broken model, just as all the ones De_Nis repaired (see a relevant thread below). The size of the file is way too big and the model has lots of holes and no texture. We have to repair it (I don't know how and De_Nis is on vacations, perhaps ask mattn, you can also submit this as a bug. Really, isn't it explained on the wiki? Why?).
ajveach:
Are the holes a result of the exporter? I had different results when using a different exporter that was written for Blender 2.41, but that was the one specifying a texture path that screwed up the game. Maybe I'll check out a completely 3DS max procedure to see if I can make this work better.
I'm not nearly as familiar with UV mapping in 3ds as I am with Blender. Would anyone be interested in taking my models to texture them? That would make things much quicker on my end.
-Anthony
Mattn:
yes, they are the result of the exporter. the max exporter produces 10 times smaller files.. without holes. the "repair" them you only need to import to max (with our importer) and export them again
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