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Messages - Dianoga4

#1
Yea I've played that game, actually was just playing it a short while ago. I also just downloaded the UT3 Renegade X mod that lets you play some C$C renegade levels in the UT3 game engine. It looks sweet in there.
#2
When you have your faces selected, what option do you pick under the UV menu? Also it can be easier to unwrap some faces at a time, not the whole thing in one shot.
#3
There are alot of tutorials out there which has been said. It's really not that hard once you get basics down. When in edit mode you have the option of face, vertice and edge select mode. Also when in edit mode when you press "U", it will bring up the UV menu. I have 2 windows open when making a UV map in Blender. The main 3d window and the UV/Image Editor window. When you unwrap something using the UV menu when you press U in the 3d window, the uv map of what you did will appear in the UV/Image Editor window. Once you have everything laid out the way you want it you can save the UV layout by going into the menu in the picture below in the UV/Image Editor window. Hope that helps somewhat, I'm not good at writing novels heh.



Example of both windows open and showing UV layout.
#4
Battlezone 2 Mods / Re: nuke contest is this one good?
November 28, 2009, 09:42:12 AM
Well it's not really a nuke but it is a weapon of somewhat mass destruction.  :-D

http://www.youtube.com/watch?v=4Mzau_JqI-Q

Here's a test of a bunch of them all at once for the fun of it. Lag was due to driver issues at the time, don't have that problem anymore. :)
http://www.youtube.com/watch?v=BlDIj12IxWU
#5
Nevermind 1024x768, I'm looking at the pictures on my windows mobile pocket pc hehe. ;P Thats alot of scrolling for me lol. Nice pictures btw Nielk. :)
#6
Maps and Modding / Re: Bump vs. Normal Maps
November 25, 2009, 10:53:40 AM
Nielk if you are using 3dmax, there is a nice plugin called Polygon Cruncher that can make high poly models low poly pretty much. It's an easy way to make LOD models. I just found it recently for use on another game and it works pretty good. There is a free 7 day trial for the latest one. I have the version down from the newest one and so far it just tells me that the trial is up and some things are disabled but it still does everything I need it to.

As for normal maps, I played around with them a bit in Blender and they are pretty cool. It's amazing how they can make a completely flat plane look 3d. I also have a plugin for Photoshop from the Nvidia site that makes normal maps pretty easy. Looks like it is called Nvidia Normal Map Filter.
#7
Overdrive Terminal / Re: 3d max help
November 23, 2009, 05:41:16 PM
Well I haven't tried anything yet today because I just got home but I thought I would mention that I'm not only asking about this for working on BZ2, this is also for working on other things in 3dmax. That's why I asked it in the OT forum and not the BZ2 mod forum. In this particular case I'm actually asking it because I volunteer on another game as well and was running into the problem. Thanks for the info, it's always appreciated. :)
#8
Overdrive Terminal / Re: 3d max help
November 22, 2009, 11:05:32 PM
I'll give it another look tomorrow. I don't know how to read the xsi's but I know I've done it before in 3dmax. I'll give that a shot again Nielk, thanks.
#9
Overdrive Terminal / 3d max help
November 22, 2009, 07:50:29 PM
I've used 3d max quite a few times to get things into BZ2 and other games. One thing that seems to trouble me still sometimes though is the scaling transforms that go all whacky. What I mean is in 3dmax your model looks fine after scaling it but when you get it in game, if there are multiple parts to the model, some are that scaled properly and some that didn't scale. Same happens when the model is just one piece. You scale it in 3dmax but it doesn't change scale in game. Now I've used the Reset Transform and Scaling thing before but it doesn't always seem to work. I've tried reseting the transform and scaling for each piece separately as well and it didn't seem to help. I'm just wondering if anyone might know what I'm doing wrong.

Thanks.
#10
Overdrive Terminal / Re: musical instruments
November 22, 2009, 12:31:36 PM
I just looked and the thing I use to connect to the computer is a Tascam US-122L Audio Interface. I can have 2 mics or a mic and guitar plugged in at the same time and record them both at the same time. It came as a package with a Tascam LD-74 condenser mic which I think sounds pretty decent. The package came with Cubase LE software for recording which seemed to work pretty good. I haven't use the stuff in a while but want to get back into it and at least fool around with some recording.
#11
Overdrive Terminal / Re: musical instruments
November 22, 2009, 07:36:42 AM
I have a Fender amp, Seagull acoustic and 2 Godin electrics. One of the Godin's is a cheap model I bought after I hadn't had a guitar for years and wanted something and didn't have much cash at the time. The other Godin is a better model that I really like and it sounds good. They are not as well known as the big names but they make some really nice stuff. When it comes to instruments anyways it's mostly personal preference. I also still have 3 different effects pedals, a multi effects, old 4 track recorder which I don't use anymore really because I got a newer interface thing (can't remember the name off the top of my head) that plugs into the computer to record straight onto the computer. With the software I can have quite a few tracks. Also a cheaper but decent recording mic. I also kick myself in the ass everyday for not playing as much as I used to when I was younger. I am very out of practice. :(
#12
Those are some really nice looking models. Great work!
#13
Overdrive Terminal / Re: Avatar
November 19, 2009, 11:35:21 PM
Can't wait to see it.
#14
I got so frustrated with it because it shouldn't have been that hard. I compared things with the other walkers I have that work and things seem to be setup the same. I took a breather from it for a day, I'll probably look at it again tomorrow. Thanks.
#15
I've been pulling my hair out all day trying to get my new walker working. I've made walkers before and have them working great. I've even looked them over and it looks as if I have things set up the same way but still it doesn't want to work right. Mostly it just doesn't want to move forward. It will do the animation but it won't move forward. I have my lfoot and rfoot set and have their pivot points against the ground just like I do with my other walkers. I have my head2 set and the head seems to work great now, it points and shoots the way I want. I have tried a couple of different configurations with the limbs and right now I'm using the invisible boxes for the lfoot and rfoot which are where the feet would be. I was trying before to use boxes for ankles like I did in my other walkers but for some unknown reason it kept putting the feet up in the air and things were attached in weird places. I'm guessing there is just one little thing I'm forgetting and I'll kick myself for it but if I could at least get a refresher on the basics that would be great. I was just going to post this walker up on the forums here for anyone who wanted to use it when I got it done.