3rd Party Models/Media Chat / Frap is here !

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The Next
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Posted: 25th May 2014 12:46
I'd wait for V1.007 to do anything with the water. I believe I saw on the list of fixes a couple of physics changes for water that should stop your crazy jumping.



Another idea is ensure your model is static not dynamic, dynamic models can be moved by water physics. You don't want a boat that big moving easily anyway so making it static may work for you.



Hope that helps a bit.

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henry ham
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Posted: 25th May 2014 19:00
congrats on your first model making it into the store mate



cheers henry

synchromesh
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Posted: 26th May 2014 02:05
@Frap

Ye congrats.....Now lets see some of that Sci-Fi stuff
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Teabone
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Posted: 26th May 2014 11:02 Edited at: 26th May 2014 11:03
Quote: "Nvidea tools into photoshop"




that's what I use as well

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Frap
User Banned
Posted: 26th May 2014 17:33
Quote: "congrats on your first model making it into the store mate "




Thought I was never going to make it to be honest. I have nearly given up trying to get some of my old back catalogue in as the texture sizes required for this engine would mean a reskin on many of them.



But I do have these on the way which when combined should make a nice outpost etc.









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Frap
User Banned
Posted: 26th May 2014 17:37
Quote: "that's what I use as well "




If you don`t already have it take a look at NDo2, its killer ! Think it has a month trial to test it out. It does crash a little but you never loose any work.

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Frap
User Banned
Posted: 28th May 2014 09:04
Couple of questions.



I have a couple of weapons that I would like to get into the store, a sword, battle hammer and halberd.



Do I have to produce hands and animations for them?



If they must have hands can I modify the existing hands and attach my weapons to them and sell them in the store?



Can the weapons be stand alone ?



If they are stand alone where would it be best to position the pivot point and what orientaion should they be ?

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Scene Commander
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Posted: 28th May 2014 11:00
Hi,



We will allow the use of stock hands, providing they are rigged to a new weapon and not just a retexture of a stock weapon. If using the stock hands, you would only be able to sell the model via the Reloaded store.



SC

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Frap
User Banned
Posted: 28th May 2014 19:23
Quote: " If using the stock hands, you would only be able to sell the model via the Reloaded store."




Of course, I wouldn`t dream of using them elsewhere.

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Frap
User Banned
Posted: 30th May 2014 19:47
Any of you guys understand why this will not work ?



;header

desc = OldArch



;visualinfo

textured = OldArch_D.dds

effect = effectbank\reloaded\entity_basic.fx

castshadow = 1



;orientation

model = OldArch.X

offx = 0

offy = 0

offz = 0

rotx = 0

roty = 0

rotz = 0

defaultstatic = 0

materialindex = 3

Collisionmode = 1



this is the model, the AI can run threw it but as a player I cant



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TattieBoJangle
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Posted: 30th May 2014 20:24
collisionmode = 1 yours has a C not sure if that has anything to do with it





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rolfy
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Posted: 30th May 2014 21:09 Edited at: 30th May 2014 21:11
defaultstatic = 0



You have it set to dynamic which defaults to box or spherical collision, change to = 1

A funny thing happened on the way to the forum...
TattieBoJangle
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Posted: 30th May 2014 21:55
lol cant believe i didn't even see that





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Frap
User Banned
Posted: 31st May 2014 07:01
Cheers guys, thanks for the help

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Frap
User Banned
Posted: 31st May 2014 16:10
I have run into a new problem now. I have a set of doors that I would like to be animated.



I have used the stock script from the chain link fence but when I press the E key the doors do not move but do allow me to walk through them. I think this may be because I used key frame animation in Max. How should I be doing it ?

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rolfy
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Posted: 31st May 2014 17:17
If you used vertex animation use the entity_basic.fx shader, if you used bones to animate you should use the character_basic.fx shader



If your using the above properly and still no animation don't use Panda exporter use the KW Exporter provided by bond1.

A funny thing happened on the way to the forum...
Frap
User Banned
Posted: 31st May 2014 17:20
Cheers Rolfy, I will give that a go

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Frap
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Posted: 1st Jun 2014 10:11
Definitely using the correct shader so its not that, I tried to install the KW exporter but it keeps saying I have installed the wrong one (Max 2010 64bit ) and will not load. I tried a few of the others and they wont work either.

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rolfy
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Posted: 1st Jun 2014 20:09
If you want to send me the Max file I will be happy to look at it for you. Reloaded can be very fussy when it comes to animated entities and export settings

A funny thing happened on the way to the forum...
Frap
User Banned
Posted: 2nd Jun 2014 08:41
Cheers Rolfy, I will PM the model over to you this evening.

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synchromesh
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Posted: 8th Jun 2014 13:22
@Frap
Just purchased your tank and base !!!

Fantastic....More sci-fi stuff pls....Looks incredible
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Frap
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Posted: 8th Jun 2014 13:41
Syncro there is another building available here http://tgcstore.net/en/?md=view&oid=17874 and more on the way.

Currently in progress



Glad you like them, now lets see what you do with them.

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synchromesh
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Posted: 8th Jun 2014 13:45
Quote: "Syncro there is another building available here http://tgcstore.net/en/?md=view&oid=17874 and more on the way."


How did I miss that ?

Purchased !!
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Frap
User Banned
Posted: 15th Jun 2014 10:04
Another Sci-Fi building has hit the store guys



and another in the texturing phase so wont be long.



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synchromesh
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Posted: 15th Jun 2014 12:11
Quote: "Another Sci-Fi building has hit the store guys"


Already purchased and rated mate
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m2design
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Posted: 21st Jun 2014 07:02
@Frap

You have some very impressive models. It is obvious that you have got 3ds max under control.
I wonder if you would consider helping a new user to 3ds max. I am not new to model making for my own use in FPSC reloaded, but I am having a tough time
Teabone
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Posted: 21st Jun 2014 13:07 Edited at: 21st Jun 2014 13:08
@m2design I'd suggest you look up setting up UV Map Modifier in 3D Studio Max. Rather than picking colors or existing textures in 3D Studio max you need to assign your DDS file (at the moment in Reloaded I think you can only reference one diffuse t
m2design
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Posted: 22nd Jun 2014 00:20
@Teabone, thanks for pointing me in the right direction. Now that I have seen the concept in writing I think I at least begin to understand.

I do use the KW Exporter by Bond1 and it seems to do the trick as far as allowing me to export 3ds as directx.
Frap
User Banned
Posted: 22nd Jun 2014 13:23 Edited at: 23rd Jun 2014 07:44
Sorry been having a little time off.



A couple of pointers for laying out your UV`s



Make sure that you ensure that your UV`s are evenly scaled, best way to do this is to use the chequer map and ensure that all the squares are the same size.



When laying the UV`s out give yourself an easier time by placing them in a sensible order and keep them as grouped as possible using all the available space.



Always make your textures around twice the size you actually plan them to be,it is a damned sight easier to shrink them down to size than to increase them later.



Stitch as much together as you can, this will help you reduce the amount of seams you may get and makes it easier to line up painted details.



Feel free to post your efforts up and I will take a look and give pointers where I can. Have a look at baking Ambient Occlusion maps as these can really make your models pop.

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Frap
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Posted: 28th Jun 2014 20:16
A few new items to hit the store

A sci-fi gun turret
http://tgcstore.net/en/?md=view&oid=18367

And a v1 and launch site for the ww2 buffs
http://tgcstore.net/en/?md=view&oid=18350
http://tgcstore.net/en/?md=view&oid=18347http://tgcstore.net/en/?md=view&oid=18347

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Frap
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Posted: 20th Jul 2014 09:24
Latest piece is taking shape. I think some one asked me for this but I cant remember who



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Frap
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Posted: 28th Jul 2014 08:10
Done, awaiting approval.



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unfamillia
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Posted: 28th Jul 2014 12:44 Edited at: 28th Jul 2014 12:45
Nice looking model mate!



I notice that on your model, you also have the jagged lines.







Is this the shader? I get this on my models and its very annoying!

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Frap
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Posted: 28th Jul 2014 12:50
yep, bloody annoying isnt it. Hopefully they will sort this out soon as it really does detract from the asset

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unfamillia
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Posted: 28th Jul 2014 13:27
I have gone back and checked and double checked my model thinking that I might have baked the AO incorrectly or maybe I missed some texture deformation somewhere, but, no, its just the shader! This does need to be fixed; as you say, it detracts from the actual quality of the model and makes it look like the artist is to blame!

Good to know i'm not on my own with this!

Cheers

Jay.

Scene Commander
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Posted: 28th Jul 2014 14:19 Edited at: 28th Jul 2014 14:20
@All.



If you're experiencing this jagged edge and have a model where it appears to be very bad, please email me with it and I'll check it out and pass it to the development team if required. We are always looking at ways to improve shaders, so every
unfamillia
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Posted: 1st Aug 2014 12:36
@Scene,

Its pretty much all of the SciFi models that I have put in the store that are affected. Please feel free to grab one of those and take a look yourself. You have my permission to download for free if needs be. (I would send you one, but, I am a

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