Building Proxys [message #478393] |
Sat, 05 January 2013 13:38 |
c0vert7
Messages: 338 Registered: November 2005 Location: Iowa
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Does anyone know where I can find the reg and flying building setup with proxies? The ones with PTs and and what not already in them so I dont have to do that in LE?
Also what are the character sizes to compare your models too again? 1x1x1.5??? Thanks
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Re: Building Proxys [message #478439 is a reply to message #478393] |
Sun, 06 January 2013 10:35 |
c0vert7
Messages: 338 Registered: November 2005 Location: Iowa
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I think I got them from lauebi or something. I guess ill just make my own set, didnt wanna go through all the work if they already were out there. Thansk for the scales
Oh NVM found them
[Updated on: Sun, 06 January 2013 10:41] Report message to a moderator
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Re: Building Proxys [message #478455 is a reply to message #478454] |
Sun, 06 January 2013 20:20 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
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Took a quick look the files are in Max and Gmax, includes vis, blockers, pt zones,spawners.. based on the files, they would seem to work as expected.. didn't have time to test it, but this looks like the file you need c0vert
Blacky you mind me posting this to our download section over @ MPF?
EDIT: Tested it, it works.. 2 issues, the Nod Refinery flying vehicle blocker near the piston and above the harvy dump zone needs to be hidden, the nod obelisk spawner near the MCT gets stuck, you might need to adjust the proxies a bit more.. other than that it works.. PT zones are fine, all spawners except the ones mentioned are fine
[Updated on: Mon, 07 January 2013 01:51] Report message to a moderator
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Re: Building Proxys [message #478484 is a reply to message #478483] |
Mon, 07 January 2013 17:27 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
Karma: 0
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you could use those but the files missing a lot of important parts!
the door blocks for vehicles! - unless you want vehicles inside your structures or infantry running up the refinerys,powers plants
the proper vis the exterior and fixes to certain common errors
the ramps!
trust me that file is no good!
[Updated on: Mon, 07 January 2013 17:29] Report message to a moderator
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Re: Building Proxys [message #478485 is a reply to message #478393] |
Mon, 07 January 2013 18:31 |
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Gen_Blacky
Messages: 3250 Registered: September 2006
Karma: 1
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General (3 Stars) |
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Mauler wrote on Mon, 07 January 2013 17:27 | you could use those but the files missing a lot of important parts!
the door blocks for vehicles! - unless you want vehicles inside your structures or infantry running up the refinerys,powers plants
the proper vis the exterior and fixes to certain common errors
the ramps!
trust me that file is no good!
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Yea you should use the ones I posted they have vehicle blockers, vis planes, and proxies, ect.
The gmax version of the buildings has almost all buildings silos, temple of nod, helipads, rep pads, com centers, construction yards, ect.
To use the ramps you just merge the flying parts into your gmax\max scene and use the snap tool to place the ramps, blockers in their correct position.
Mauler wrote on Sun, 06 January 2013 20:20 | Took a quick look the files are in Max and Gmax, includes vis, blockers, pt zones,spawners.. based on the files, they would seem to work as expected.. didn't have time to test it, but this looks like the file you need c0vert
Blacky you mind me posting this to our download section over @ MPF?
EDIT: Tested it, it works.. 2 issues, the Nod Refinery flying vehicle blocker near the piston and above the harvy dump zone needs to be hidden, the nod obelisk spawner near the MCT gets stuck, you might need to adjust the proxies a bit more.. other than that it works.. PT zones are fine, all spawners except the ones mentioned are fine
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Would you want to fix any issues? I don't have much time as of right now.
Maybe make a separate version for the ramps so people don't have to merge it into their scene and get them into the right position.
I will try and find all the damage animations, new emitters if any for all the extra buildings.
[Updated on: Mon, 07 January 2013 18:32] Report message to a moderator
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Re: Building Proxys [message #478488 is a reply to message #478487] |
Mon, 07 January 2013 20:20 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
Karma: 0
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The lightmap tools don't generate lightmaps, the light tools released by TT only finish the job to get proper lightmapped meshes ingame, and proper lighting..
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Re: Building Proxys [message #478490 is a reply to message #478393] |
Mon, 07 January 2013 22:36 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
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Both leveledit and max lights are fine ... It's our preference .. I use level edit so I can see the changes and effects on my character / level right away .. Instead of finding out I made an error in my max light and have to go back into max/maya again.. Besides u need the maya exporter to create WLT files from max, am I'm not sure if saber hawk has released that yet.. But I've used all the the lightmap tools. If you need info on something gimme a holler
[Updated on: Mon, 07 January 2013 22:38] Report message to a moderator
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Re: Building Proxys [message #478502 is a reply to message #478393] |
Tue, 08 January 2013 15:23 |
Generalcamo
Messages: 522 Registered: October 2010
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The problem with Level Edit lights though is that you need to recreate them step by step from 3ds max. It removes a step if you use 3ds max.
But sadly saberhawk hasn't released his tool to the public. And from the pm I got from him, it is only for Maya 2011 and 2012.
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Re: Building Proxys [message #478507 is a reply to message #478502] |
Tue, 08 January 2013 16:51 |
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Mauler
Messages: 448 Registered: May 2003 Location: Alberta, Canada
Karma: 0
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huh... i light map my scene and remember where i placed my lights.. no need for rocket science there, as long as the color matches,fades at a distance, i could care less about trying to light the terrain/models... as they have the prelit option on them... so those lights will only affect objects that recieve vertex lighting, i.e characters, vehicles, props.. or anything without the prelit arguments applied
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