Jump to content

JCarter426

M478_Staff
  • Posts

    1,582
  • Joined

  • Last visited

  • Days Won

    137

Everything posted by JCarter426

  1. Great video. You had some fantastic ideas for Malachor. I get why you gave up though... getting just that much fully executed in the game must've taken ages. Looking forward to seeing more.
  2. 3ds Max only displays three decimal points for me... I don't know if that's just a setting that could be changed, or if it's a limit of the version I use. (3ds Max 8... no, not 2008. 8.) I usually use the snap toggle to have vertices overlap exactly, but even so, giving it a range three decimals or less would be safer. 0.01 sounds too broad to me, though. That's one centimeter, so accidental overlaps could happen. I'd say something between 0.001 and 0.005 should do it.
  3. For the model I was working on, with the shadow issues, I did have the shoes detached from the torso: ...and I haven't noticed any problems. I did just notice the same problem with the upper arms on mine, though. Also, out of curiosity, what model(s) are you using for Mira there?
  4. Ah, that's great! Thanks for the update.
  5. Yeah, I noticed the shadows were coming from the bones. I was wondering about that. Like I said, though, I was still getting shadows with 0.6. And I've done it before without ever losing shadows. So I don't think it's a result of my messing... or not exclusively my messing, at any rate. I hadn't touched the bones when I tried running it through Taina's Replacer, so I could try that later. Might not have access to the files for the rest of the night though.
  6. Hadn't done the retexture yet... but the original model was PFBAM (in K2). The texture mapping is more or less the same, just the feet and the neck different.
  7. All right... it's still a WIP though, so don't judge. https://www.dropbox.com/s/nmd8lzq2hruh6w1/JC_HandA-ascii.mdl?dl=0
  8. Nope, neither of those worked. And I just tested again to be sure... converting with MDLOps 0.6 does produce shadows without editing the ASCII at all.
  9. Sure: node skin Torso parent JC_HandA position 0.0 0.0 1.11 orientation 1.0 0.0 0.0 0.0 wirecolor 1.0 1.0 1.0 alpha 1.0 ambient 1.0 1.0 1.0 diffuse 1.0 1.0 1.0 specular 0.0 0.0 0.0 shininess 0.0 bitmap JC_HandA verts 564
  10. That's great work, guys. I can't understate the amount of mod ideas I've given up on because of smoothing issues, or the amount of time I spent looking through models in a hex editor to see if I could figure out the issue, to no avail. So this is a real boon to the community. However... yes, of course there's a however... However, I have a bug to report. I just edited a body model, and while the smoothing was retained very nicely, I noticed that the model's shadow is now gone, as you can see below. There's the head's shadow, but the body's shadow is nowhere to be seen. Converting the model with version 0.6 does not result in this problem, but of course I lose the smoothing that way. I've yet to determine if I can get around this using Taina's Replacer, but even so it would be nice to have it all in one package. (EDIT: Taina's Replacer did NOT work. Same problem.) Since 0.6 didn't lose the shadow, I'm hoping it's just something missing from 0.7 that can be added back in.
  11. Yes, it is. Did I not mention that? Bah. I'll mention it in the next one.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.