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Star Wolves 3D space RPG with deep strategy and tactical elements

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  #41  
Old 01-08-2011, 11:59 AM
Goblin Wizard Goblin Wizard is offline
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Check this.
IMO Prometheus's (0,0,0) point is moved to the back too much. Mastersphere is automatically positioned at 0,0,0 so it has to be huge to cover whole ship.
"imd" version of Prometheus has some visual problems after import to 3dsmax 8. "max" version doesn't.

EDIT:
Quote:
Originally Posted by TrashMan View Post
I need to see what determines the amount of loot a fighter drops..
AI.ini -> "Module extraction" section
PercentToExclude - equipped modules
PercentToExcludeInventory - stuff in cargo

Last edited by Goblin Wizard; 01-08-2011 at 12:04 PM.
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  #42  
Old 01-08-2011, 12:21 PM
TrashMan TrashMan is offline
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Did you move the (000) point? It's no problem if you did.

Thanks for everything.

I'm not making a few huge-ass turrets for it (thankfully, they don't need collision detection AFAIK)

I have more things in progress, but I'll set up Max scenes with spheres in the future instead of 3ds files.
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  #43  
Old 01-08-2011, 06:16 PM
TrashMan TrashMan is offline
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Looks like the facing is wrong...the ship is pointing up


Also, the ship center is OK, you didn't check the axes..thus, you made the sphere far larger than it should be.

Say, what did you to to make that plugin work? I don't want to bother you with constantly converting things for me.

I uploaded the fixed 3D Max scene to the same folder as everything else. If you can run it trough the converter again I'd appreciate it.

Unfortunately, I have no idea if the scale is going to be OK. I added another file, ship_facing. The scale of that fighter SHOULD be the guidilne (as I used that one when I converted other ship) but I'm not 100% sure.


B.t.w. - the super huge turrrets are done. Screenshot will come soon.
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  #44  
Old 01-08-2011, 06:34 PM
TrashMan TrashMan is offline
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  #45  
Old 01-08-2011, 06:34 PM
Goblin Wizard Goblin Wizard is offline
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I'm just a casual 3dsmax user Don't expect too much.

About plugin - I've just copied two files to the plugins folder. That's all. This plugin works with 3dsmax 8 only. Try if it works with original imd game files.
I'll send you the converted files in an hour or so.
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  #46  
Old 01-08-2011, 08:20 PM
Goblin Wizard Goblin Wizard is offline
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Prometheus and fighter.
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  #47  
Old 01-08-2011, 09:39 PM
TrashMan TrashMan is offline
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I did that too..Got 3D Max 8 and put the files in hte plugin folder...3D Max reports an error when loading those plugins?

B.t.w. - the fighter was there to show orientation and scale - it doesn't need converting


EDIT:
Hmm..which plugin folder? stdplugs? plugin?


EDI2:

The Prometheus is scaled prett ymuhc OK. But all hte normals are inverted .Lol.

Last edited by TrashMan; 01-08-2011 at 10:08 PM.
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  #48  
Old 01-08-2011, 11:21 PM
Goblin Wizard Goblin Wizard is offline
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I'm really sorry. I've forgot about needed dlls. All dlls go to windows\system32.
Full download.
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  #49  
Old 01-09-2011, 09:44 AM
TrashMan TrashMan is offline
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Thank you. Now I won't have to bug you to convert things
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  #50  
Old 01-09-2011, 01:14 PM
TrashMan TrashMan is offline
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Well, the plugin works now...but when I export the ship it ends up inverted...its outsides are in and insides our out.

Flipping normals before exporting does nothing...WTF???

If one could only import/export just the collision spheres from and into IMD's!
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