Product Chat (Early Access) / Enjoying with GMax beta 2

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3com
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Posted: 21st Nov 2020 15:13 Edited at: 21st Nov 2020 15:23
Hi guys, this time working on a 620 polycount sci-fi Greenhouse, although this greenhouse is not really, a standard greenhouse.

In 3ds max



In 3ds max



I move around the map as if there was only a lowpoly house instead of a lot of high poly stuff most of them, using 8k textures most of them being multi-texture mos of them, and also executing scripts, animations, managing transparency, even semi-transparency, in all objects.
Even my robot is working Wonderfully in GGMax beta3, and by that, I don't mean the model itself, but everything that has to do with it (textures, animations, scripts, etc.) and the same happens with the other models, which means something good will be doing those guys, hooray! for them.

Another time GGMax surprised me by handling those high poly meshes with no issues.

In GGMax beta3



I'll work on some video asap, back when done.
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3com
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Posted: 22nd Nov 2020 14:22
Sci-fi Greenhouse (non-standard) - 600k polycount (See pic above) - multi-texture (4k)
Alien cloning chambers - 200k polycount - multi-texture (4k)





And GGMax beta3 works like a charm with all those meshes in alpha/beta version, I wonder what will be GGMax capable to do, when complete.
I've started to recording from the editor, so you can notice the Loadtime, it is not that big, taking into account all the stuff placed over the map, I'm populating the sea, I am doing as in the Netherlands, I am removing terrain from the sea. LOL



Now I'm working on a sci-fi colony, this time I'm going to need terrain, colony placed over the sea is not the best, maybe I need the next beta coming with terrain moduled feature included.

In 3ds Max



Thanks guys, thanks again, for watching my vids and pics.

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3com
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Posted: 23rd Nov 2020 21:46
Hi guys, working on modules for the sci-fi colony, high poly as well.
I've run into one issue, GGMax is using just one texture for the whole compound-objects (modules), I've to dive a bit to discover what's going on.

Modules on 3ds max



Modules on the test game mode







I should tweak a bit the moon terrain.
Although I like the new tone, this has nothing to do with the textures, I have to re-check all the textures to see what happens.
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Bored of the Rings
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Posted: 24th Nov 2020 07:37
Nice. This is turning out to be my favourite thread to date on this forum. Thanks 3com for sharing.
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3com
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Posted: 24th Nov 2020 12:15
GGC surprises me once again:

I already know what the problem is in GGMax, the error comes because GGMax is not handling multi-textured meshes.
Let's say that I have a building with three parts: roof, body, and floor (everything is a single mesh), and I have 3 textures, white, blue, and black.
The ceiling is painted black, the body white and the floor blue; Well what GGMax does, pick a random texture, let's say blue, and paint the entire building blue, ignoring the other textures.

The process is the following:
1- The user adds several meshes to the entities folder.
2- GGMax converts those meshes to be compatible.

WHAT DOES THIS CONVERSION CONSIST OF?
Basically, GGMax creates a new surface .dds file and it doesn't matter if you already have your own surface file, GGMax ignores it and creates a new one.
I have tried to delete the surface .dds files to force GGMax to use mine, this doesn't help since GGMax recreates them just like it does with the dbo files.
I have also tried to create my own surface .dds and change them to GGMax, it does not matter, GGMax recreates its own surface .dds files.
It even did something that does not help to solve my problem but I liked it, and it is the following: I started GGMax, I waited for it to create the .dds, and then without closing GGMax, I changed them to mine, opened the entities panel and chose a building, which did GGMax?
GGMax took a few seconds until it recreated its own .dds files.
In short, GGMax still doesn't handle multi-texture models properly.

SOLUTION
At the moment I have not found the definitive solution, what I have achieved is GGMax using the 3 textures but not in an adequate way, that is, what are black paints it white, and vice versa.
The solution is not the one I like the most, and it consists of separating the entity into all its parts, each part its texture, and then grouping the parts forming an entity. I think I will wait for the next release in the hope that this has changed, to continue with the colony.

Guys, the PBR system is very good, but in the long run, it will be very expensive, to think that each entity needs a minimum of 6 textures and if you want it to shine then it needs 7, if we multiply 7 by a lot of entities, well, it's just a matter to do the math.

Sci-fi colony modules in GGC



Sci-fi colony modules in 3ds max 2015



Sci-fi colony modules in GGMax

This is what I get so far, textures applied in the wrong order by GGMax.




@ BOTR
Thanks, mate
Always better than moaning. LOL
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3com
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Posted: 25th Nov 2020 00:48
Ok, guys, till the texture issue being fixed, I decide to work with this I've, so I'm going to try a modular space station, I never done anything regarded.
This is going to take time, since this is a monster work, it is very detailed. Don't get panic because the polycount, will be modular, at least that's the idea, no deadline and nor promises here. LOL.

What I've so far (just starting)

A modular space station in 3ds Max







Thanks, guys, for watching my vids and pics, you are the best.
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granada
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Posted: 25th Nov 2020 01:39
Looks like it’s going to be a interesting model

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3com
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Posted: 25th Nov 2020 22:56

Till now I'm just applying flat texture (PBR+surface map). I meant with flat texture as it does not have details, lights, decals, etc.
I just texture it for the sake of trying it in GGMax_beta3 to check the size of the ship and how it looks on the "space", and so on.
The mesh model task is just in the middle, I should add more and more stuff to that mesh, now that I have a global vision of the mesh in GGMax, I can continue modeling the rest of the space station.
GGMax definitely promises performance management, just see the polycount on the pics below.

The space station in 3ds max






The space station in GGMax - editor



The space station in GGMax - test game mode



@ granada
Quote: "Looks like it’s going to be a interesting model "

That's the idea

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3com
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Posted: 27th Nov 2020 11:36
Hi guys, I've started applying fake illumination to the space station.

What I've so far



It is too difficult to place anything at sky height, since the most zoom you do the most mesh disappears, it is like some sort of occlusion or LOD effect, I hope this behavior being bypass in next releases.
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3com
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Posted: 27th Nov 2020 19:16
The whole modular space station NERO-426 get 1M polycount, and GGMax continues handling fine the performance, this means to me than if I make a game in which the polygons of all the entities on the map add up to a million polygons, my game has a guaranteed good performance if so, this is good news for me.

Some vid about testing fake illumination.

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3com
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Posted: 30th Nov 2020 15:55
Hi guys, I was adding some new stuff to the space station, 1,5M polycount right now, 3ds max start noticing it a bit, GGMax still IDK since I've not tested yet, I have a lot of work to do before testing in GGMax.

What's I have so far.





















Now working in the crew's rooms, corridors, interiors. and so on; someday I want to get there from the colony. LOL



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GubbyBlips
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Posted: 30th Nov 2020 21:29
AAA @ 3com
Wonkers, that's so psychedelically complex, looking
like some UnReal Stellaris 5 upgrade or something?!

On Steam SALE if you catch it right NoW!
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3com
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@ GubbyBlips
I've taken the idea of looking at the 100 tv serie.
Now it becomes really difficult to work interiors because of the high poly charge, so I'm going to modularize a lot and will work with most small parts since 3ds max begin noticing the 1,5m of polys. LOL
I had never use UnReal , but looking at how GGMax is handling the performance, with those monsters of polycount plus 8k textures some of them, I have enough.

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3com
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Posted: 1st Dec 2020 00:00
Well, guys, I don't know if some of you has experienced this sometime, but when working on a project often, from time to time you want some break, in this case, I use to change the mesh, even the task, just for some time, and after back to the project, so I have experienced this and change completely the mesh, and I end up modeling a procedural forest terrain.
















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3com
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Posted: 24th Dec 2020 18:17
Hey guys, longtime internet off, but now back again.
I was working on wet terrain and finally got something decent to do the trick.





Also, retake the SS Nero-426 space station again, this time working on living modules.



Here some sci-fi facility on the rock.



Now working on sci-fi colony module.









Thanks, guys for watching my vids and pics, and happy Xmas to everybody.

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Posted: 26th Dec 2020 11:21
wet mud in action

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granada
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Posted: 26th Dec 2020 14:14
Great looking scene there 3com

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3com
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Posted: 27th Dec 2020 17:23
@ granada


@ all
This is some sort of the trip I plan to do on GGMax when possible, right now just in GG classic, although I must admit that I have to take classes on how to drive a space vehicle. LOL

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3com
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Posted: 31st Dec 2020 17:46
Hi guys
My first rude attempt to go there in GGMax, the real trip would be over a space ship or something like that and land in the SS Nero-426 craft port, waiting best times.



Eh guys, thanks for watching my vids and pics, that's the last time this year I say you that, promised. LOL
And very good next year for everybody, stay safe all you.
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GubbyBlips
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Posted: 1st Jan 2021 18:28 Edited at: 1st Jan 2021 18:30



Happy new year. Thanks for those
Let's hope 2021 is busy as a
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3com
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Posted: 2nd Jan 2021 17:59
Working on 320k polycount terrain snowy, GGMax handle it as expected.





Of course, all those high poly meshes on this thread don't need to be that high, the positive reading is that GGMax correctly manages the polygons, even the 8k textures I been used sometime.
I believe that when GGMas is released in its full version, only your imagination will be the limit. imho
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synchromesh
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Posted: 2nd Jan 2021 18:05
Looking Great !!
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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Working on spacecraft and testing it to get there, the goal is to get landing on the SS Nero-426, although I have to model the landing port too.
This means some entry door, and then we are into the huge interior job I could do yet.
Ignore if this happens to you, but in the editor when I do zoom I lose the map, the further I go the more the map disappears until nothing is seen, I'm unable to see anything till I get closest again, this makes me too hard to place small things in the interior of the space station.





@ synchro
Glad you like mate.

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3com
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Posted: 7th Jan 2021 18:47
Hi guys
Starting year working on an alien mothership, the idea is not yet definitive, anyway, I'm working on it, giving form to the mothership concept art idea.
Working on interiors, even some alien is somewhere.
Oh, also a human woman kidnapped by aliens.
And little sentinel ships, they are small but tremendously effective.
A lot of stuff there most likely will be animated.















Thanks, guys for watching my vids and pics.


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science boy
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Posted: 7th Jan 2021 19:41
Im loving the space. Im getfimg addictex to elite horizon at the moment ready for odyssey. This i will be watching
an unquenchable thirst for knowledge of game creation!!!
3com
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Posted: 7th Jan 2021 20:51
Quote: "Im loving the space"

Me too.
However I started this project by accident, I just wanted to put GGMax to the test, but now I must admit that it is also creating an addition to me.
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I continue working on the alien mothership interior.
I start working on alien chars, although I am afraid that I'll have to wait till the character system being fully implemented in GGMax.

















Thanks, guys, you are patient enough to see these pics.
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Duchenkuke
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Posted: 11th Jan 2021 20:58
I dont get it. I cant even work on the cellar demo without crashing every 5 minutes.
granada
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Posted: 11th Jan 2021 22:37
Great work going on here

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@ Duchenkuke
It's a shame that you still can't enjoy GGMax, I think you meet the requirements.

@ granada
I was inspired by the movie independence day to take the idea.
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science boy
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Posted: 12th Jan 2021 12:26
yeah i have tried to work with gg max and it freezes, any object copied it loses its textures and the terrain is un-workable water and physics etc are not finished.. there is no point to trying anything until they sort the terrain and water and other bits. hence i get a bit frustrated they spend time on colour designs for ui. i know it is important etc. but considering it was meant to be out in sept and its mid jan and not even a workable beta for me says that its following old routes of x10, gg, fpsc, i am hoping i will be pleasantly shut up by the product not a forum member.
i have gtx 970 4gb, ry5 hex 3rd edition, 16gbram, w10, a new build as new mobo and fans etc. so im in the zone for gg max.
anyway mini liberalist rant over. hope tomorrow brings advancement on actual engine not a ui button change design

happy days
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3com
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Posted: 12th Jan 2021 19:59
Testing textures on GGMax beta3, no really happy yet.













Characters are truly untestable yet, ignore the bone system GGMax is using for. Waiting for best times.
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3com
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Posted: 13th Jan 2021 20:22
Eh, guys, trying a different set of pbr textures, I thought it is mostly better.

Alien mothership body in 3ds max



In GGMax_beta3



















Continue working on interiors. Need to provide some sort of alien crafts traffic inside there, it will be the first prototype, in fact just working the alien space crafts art concept right now, most likely in some moment I'll should to stop and wait the weapon system being fully implemented in GGMax, and even char system as well.
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3com
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Posted: 14th Jan 2021 17:09
Trying some sort of fire texture in the alien Mothership body.











Prologue
Year of 3050.
The alien planet dies.
With the little energy they had and their scarce resources, they manage to make a dead planet work like a spaceship, powered by energy that they achieve by firing lasers at black holes, the energy that they store in huge rotating rings, rings that also act as retro- boosters.

Mission
Colonize the planet earth.

Guys, we have to do something about this matter.
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Posted: 14th Jan 2021 20:46 Edited at: 14th Jan 2021 20:47
Very... creepy?

Haha good work.

I suppose I forgot there's a big horror fanbase in this community haha.
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3com
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Posted: 14th Jan 2021 22:14
Quote: "I suppose I forgot there's a big horror fanbase in this community haha."


This is just the message you took from the intro?

These people are at a crossroads, their planet is dying, theirs is a desperate bet, without money, without resources, but even so, they have decided to be part of the solution instead of being part of the problem, and that attitude at least for me it is worthy of respect and praise.

Anyway, the truth is that the introduction is made to justify why now everything is grunge, rusty, old; is that those guys are worse than me, they have a completely empty pocket. LOL

Is just a history where the good is not that good and the bad is not that bad.
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Posted: 15th Jan 2021 01:39
Honestly I was just speaking about the matrix alien human study pod scene. The rest is really cool and grungy. Well done. Haha
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3com
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Posted: 15th Jan 2021 22:29
Testing custom skies on GGMax beta3, finally I've got it working as expected.







Anyway, is too soon to test skies on deep, till the sky system being fully implemented.
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Posted: 16th Jan 2021 01:36
Is that from that online skybox generator -- I forget which site it is. Looks great. On my computer the smaller dim stars dont render properly cause I'm running low res. Res really matters for skyboxes! Looks nice on yours.
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Posted: 16th Jan 2021 23:09
Quote: "I forget which site it is"

I guess you are talking about this one.
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Posted: 17th Jan 2021 12:06
Eh, guys, I'm going to give you some clues about how I get custom sky working on GGMax beta3, maybe it might help someone.

There is some nice site to generate cool skies, the link was nicely shared by the user thatandplaygames thanks, guy.

1- Follow the video steps to generate and download sky, play with controls plus the resolution till you fit your needs.
2- I've created a custom folder on the desktop to avoid annoying admin rights messages, and copy/paste within skybank folder, when done.
3- Rename pics, create a thumbnail (128x128)
4- Copy/paste dbo and skyspecs files from another working sky folder (ie: clear sky).
5- Don't miss rename dbo file and edit skyspecs file as the video stated.



You can see the result in the pics above.
If you have any questions, please don't hesitate to share them here.

HTH

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Posted: 17th Jan 2021 15:24 Edited at: 17th Jan 2021 15:25
Yeah that's the skybox tool, very useable for space stars. Nice find.
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Posted: 19th Jan 2021 00:17
I do model an extension to the sci-fi colony, just want to exhaust the engine a bit more with 500k polys more.
This extension sits over the water (I am negotiating with TGC the purchase of terrain. LOL)

Yes it looks like me jumping from one project to another one, but don't forget the goal, the goal here is to test the engine in their beta 3 version and see what happens, and aside from this, later or sooner all should fit together.

Most likely many things will be changed in the final version, but the idea is there and the meshes are done.













Actually, I'm planning a sci-fi factory, let's see how many robotic I can to enter there.
Someone has ver seen some sci-fi factory interior? someone has been there some time? LOL
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Bored of the Rings
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Posted: 19th Jan 2021 08:52
@3com: this is really good stuff. thanks for the sky tut, will try out when I get a moment. Not sure if it's the right word, but I love the "graphite" look, correct me if it's called something else.

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3com
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Posted: 19th Jan 2021 16:29
@ BOTR
graphite is the right word to name it.
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Posted: 22nd Jan 2021 16:06
Hi guys, not much time left here lately.
Anyway, I have worked a bit on the sci-fi factory, exactly in section 1.















Thanks, guys, for watching my vids and pics.

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Posted: 27th Jan 2021 00:17
Continue working on the sci-fi factory section 1,
I ve modeled robot-cargo as well, even some automatic crate transport system, plus some ani screens, and so on.
The whole factory are 230k poly count so far.













Everything in action



PD: Sorry guys, I had missed to place some stair and therefore I had to jump to get up. LOL

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Posted: 30th Jan 2021 18:21
Working on Sci-fi factory props.

Energia_processing_unity1.

In 3ds max



In GGMax tiny









Continue working on props.
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Posted: 30th Jan 2021 20:32
Eh, guys, I've discovered something good in the last build, rain does not go inside the buildings.
I've made a video with new sci-fi factory props and something curious about the small female aliens.
In this video, I'm testing meshes I've made for classic and still working on GGMax, although I need to PBR most of them.



Thanks, guys for watching my pics and vids, and stay safe.
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Posted: 3rd Feb 2021 01:49
Having issues with collision mesh, GGMax_tiny does not let me go closest to my meshes, fortunately now it is fixed.

I was working on a sci-fi wall for later use, still planing area 2.









Continue working on area 2 stuff.

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