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ChopBam

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Posts posted by ChopBam

  1. Use the w3d importer. Some modeling program proprietary functions won't carry over, such as quads/ngons, grouping, colors, layers, modifier stacking, etc. I've heard talk that animations aren't perfect either, so you'll want to babysit that. I haven't done any research on bones and hierarchy, so no guarantees there. The meshes might be cut up as well, so weld vertices and fix any broken smoothing. Most other things are held intact, however.

  2. What game are you trying to get it working for?

    Make sure you are using the appropriate SDK/LevelEdit for the appropriate game. If you're trying to get it working for APB, note that the SDK hasn't been released yet. Meanwhile you can copy the dll files from the base game folder to your LevelEdit folder and see if it works (provided you're using the appropriate LE for its matching game).

  3.  

     

    The map and naval yard are currently undergoing a few changes, one of them being that the doors and gates are damageable - I had no idea this was made possible by the programming team in my absence.

    It was actually possible all-along. Simply put, nobody knew about it.
    I still don't know about it. Door tiles have no HP and are not destroyable.

    So what kind of preset opens like doors but can be destroyed?

    These are doors targetable as part of the building, not destructible doors.
  4. The map and naval yard are currently undergoing a few changes, one of them being that the doors and gates are damageable - I had no idea this was made possible by the programming team in my absence.

    It was actually possible all-along. Simply put, nobody knew about it.
  5.  

    Looks interesting. Are you planning to quadrify the buildings?

    My 3DS has always generated mesh like this, and 3DS 8 doesn't have a one-click solution for it (unless I am overlooking it).

     

    It doesn't matter much since it actually helps me see where vertex light solve would go in W3D, and correct it as I go.

     

    Edit: The mesh in the previous images isn't done being optimized so keep that in mind.

     

    I use Polyboost, which does include a one-click quadrify function. It's included in my tools pack. Let me know if you want it.

     

    I do know there's another function built-in to 3ds max 8 which lets you see the triangle edgeflow and flip the unseen edges, for everything that's quadrified or n-gon'd. In Polygon subobject mode, hit "edit triangulation" under the "edit polygons" rollout and you should be able to see them as dotted lines. Clicking from desired vertex to desired vertex will adjust your triangulation accordingly.

     

    The reason I like to use quads is because it is a much cleaner look, and more importantly, I can use edgeloops properly and select faces without having to click twice every time I select one.

  6. 2b) Lots of ways of dealing with mines. You can get up close to them and see them before they blow, then back off and shoot them. Could use an engineer to detect them. Could use an artillery to clear them en masse. Generally they're concentrated around entrances to buildings and other infantry path chokepoints, so primarily be wary of these areas.

  7. Im honestly suprised its lasted this long, the netcode, graphics, and dwindling playerbase are all nails in the coffin. You'll have to bury W3d sooner or later.

    The graphics are better than they were a decade ago, the netcode is comparable, and the playerbase is comparable, so I wouldn't consider any of these things to be "nails in the coffin." Where oldbies left, newbies stepped in, and as long as there is a community to have fun playing these games, and as long as Windows keeps supporting them (and last I checked, Windows 10 does), they'll be fine. People play new games, sure, but in this community many of them keep playing these games regularly. See: APB Delta. :D
  8.  

    Is that the one that was on the 0.9935 server a few years ago and was so large that you just get completely lost?

    Perhaps, although people getting lost on this map was likely due to the lack of background landmarks, and dense fog. A background landmark has been added that ties into the map plot, and fog will be a little bit less dense.

     

    You can take advantage of the base radar markers now.

     

    Can't you just fix that by making the bridge indestructible?

    Artilleries still annihilate anything that tries to cross the bridge, so making it indestructible won't really solve that...
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