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

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3com
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Posted: 3rd Oct 2020 20:49
After solving the error of converting texture to 32-bit DDS, I managed to open a GG map in GGMax beta 2.
The video just tries to show how you can change the look of the scene with Visual settings and post-processing settings as well.

Not all are mistakes, great things can be done with what we have right now, of course within logical limitations.
I think we will have to change our minds to get the GGMax workflow.



The "convert texture to 32-bit DDS" error is a bit weird since the other textures are not 32-bit either, however, GGMax does not throw any errors. I believe that this error has more to do with the image itself than with the fact that the image is 32-bit or not.
It would be nice if GGMax took care of converting the textures to 32 bits, to avoid problems.

For those who are not sure how to convert a 32-bit image in Gimp, I am attaching an image with the necessary steps.

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3com
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Posted: 7th Oct 2020 01:45
I continue playing with the GGMax's scene looks.
I want to have most of these settings exposed via LUA.

I haven't expectations with GGMax, just wishes. I just play with the new toys.
I would like the rain going inside of the store just a bit, but this is not possible right now since the shaders in GGMax seem just working internally so far, so I just play with the tools I have at hand, and wait best times.

Xines medicine store - GGMax beta2 editor



Xines medicine store - testing mode



I'm sure we all will do great things with GGMax in the future.



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Posted: 7th Oct 2020 15:17
GGmax emissive feature working fine so far.

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Posted: 8th Oct 2020 16:43
Ok, guys, GGMax beta3 continue working as expected: Taking into account I'm just testing the look (post-processing sliders).

In editor



In test game mode

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Posted: 10th Oct 2020 00:36 Edited at: 10th Oct 2020 00:47
This time a bit of rain in GGMax beta3.
It looks like it needs to improve the render alpha channel a bit, it looks better in GG.



Sorry, wrong video. Thanks for watching my vids and pics.
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Posted: 10th Oct 2020 19:55
Working on snow in GGMax beta3, this what I've so far.



Now, I'm going to work on building snow and maybe some snow formations around the buildings over the street.

Thanks, guys for watching my vids and pics.
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GubbyBlips
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Posted: 11th Oct 2020 00:44
"Thanks, guys for watching my vids and pics. "
Sure, no prob 3com. Always a pleasure.
Radical.
Nice.
Great.
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3com
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Posted: 11th Oct 2020 12:30
@ GubbyBlips
Glad you like mate. Thanks for your kind words.
I'm just trying to guess what can I achieve with GGMax, in its current stage of development.

Well guys, more snow on the terrain and even on some buildings corners.

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Posted: 12th Oct 2020 08:29
Since today is a holiday here, and we can't get out of the town because of the pandemic, so I'm going to test snow terrain plus water, a bit.



I've tried with chars with not to avail.
Classic chars are deformed.
Soldier floating when dead, I guess they are not finishing the ragdoll animation.
Zombies deformed too.
It looks like just the CC chars are working more or less fine, anyway, I set CC zombie to follow waypoints and talk, but he doesn't follow the wp, and don't run walk animation. I know zombies aren't done to speak just to groam and so on, for this reazon, I don't expect him making gestures when speaking.

Anyway, I'm Enjoying with GGMax and with the tools I have so far.

Now I'm going to testing a bit of the water and the particles, back when done.
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Bored of the Rings
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Posted: 12th Oct 2020 09:15
nice 3com, good to see someone being proactive with the beta build. I will most likely wait until the complete product is released now.
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3com
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Posted: 12th Oct 2020 18:39
@ Bored of the Rings
Yah is a pain GGMax doesn't work as stable as expected. I myself have a lot of issues with untextured meshes or with the wrong texture applied, but the most big issue was re-doing a complete map that worked fine the first time but the second time many buildings full black color, fortunatelly and knowing the poor stability GGMax has, I decided to make several map buckups.

Is a pain when scaling several meshes on time, most of them loss the original posicion, and all they end up spread along with the map.
Not being able to use fx shaders is a big deal too, there is much stuff that relies on fx shaders.
The Weather system needs some work too.

Anyway, all features will comes sometimes, meantime I will continue playing with the tools I have.
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Posted: 12th Oct 2020 18:46
Well, guys, testing a bit more the water, although this time just for fun.



Is time to test particles on GGMax beta3. An integrated particle editor would be nice to have.
Thanks, guys, for watching my vids and pics.
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Posted: 12th Oct 2020 21:34
A snowed mountain on the scene.

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Posted: 13th Oct 2020 20:43
These aren't the techniques people use to make weather, but they look like weather in the screenshots at least! Gj
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Posted: 14th Oct 2020 00:53
I have tried various GG particles, and many of them work in GGMax, however after seeing GGMax particles in action, guys, I'm very afraid that GG particles don't have much of a future in GGMax. An integrated particle editor would be nice to have.





Now I'm going to test the animated objects, in addition to the scripts that run the animations. For example, animated doors.
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Posted: 14th Oct 2020 01:03
Quote: "These aren't the techniques people use to make weather,"

I agree, however, this is what we have until Lee can improve the weather.
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Posted: 14th Oct 2020 21:32
I've tested some animations, such as doors, breaking the stone walls, and some creatures I made times ago.



Now I'm going to test the transparencies.
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AmenMoses
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Posted: 14th Oct 2020 22:21 Edited at: 14th Oct 2020 22:41
I don't know what you are testing 3com but I've just tested a simple classic particle script in Beta 3 and it doesn't work at all.

It couldn't really be simpler btw, it's a single image particle (the footprints one I posted over on Discord).

*Edited*
Correction, it sort of did work, the rendering was off so I can only see the particles from certain angles. The rotation of the particles is all wrong, the soldier character walks forward but the footprints he leaves behind are of a one legged man hopping backwards!
Given that the soldier also walks through the terrain or hovers several feet above it rather than staying firmly planted on the ground though it doesn't really matter much what the particles are doing!
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Posted: 14th Oct 2020 23:18
@ AmenMoses
Basically I'm testing GGMax stock particle as you can see on the pic below. I've tried with classic ones, some works the others doesn't.



It is true, the characters act strangely, I observe that the soldier does not perform the animation of walking completely and crawls when he is close to the player. I believe that the character system is not yet implemented in GGMax, at least not completely.
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Posted: 14th Oct 2020 23:22
Lucky you, I can't get MAX to run for more than a few minutes and when it does it stutters and freezes all the time.
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Posted: 14th Oct 2020 23:55
Yes, it is very unstable and has many bugs.
In the video above you can notice one of the creatures appears without texture, totally white, this has been done to me in a whole map, all the objects without texture, and there is no easy way to fix it, even applying the textures again as soon as you stop selecting the object, it will be left without texture, if you look in the configuration panel you will see that all the information (the applied values) have been deleted, GGMax does not retain the information of the entities.
Even if you hover the mouse near an entity it loses the texture, even if you close GGMax without saving and reopen, the entities on the map remain white.
Right now a lot of patience is needed to work with GGMax.
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Posted: 15th Oct 2020 17:51 Edited at: 15th Oct 2020 17:58
testing transparency



testing transparency and illumination, just a bit.



Transparency, even semi-transparency, works fine.

Illumination will need more tweaking, shadow is too dark, at least for me.

Now I'm going to test sprites in GGMax beta3.

Thanks again for watching my vids and pics.


Edit: I've tried light flickering, but it does not work as expected, it hides and shows the light marker rather than the light itself. Please, notice it in the second video. (at the start point).
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Mungkeh_Man
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Posted: 16th Oct 2020 09:52
I've found that transparency is applied to the full model and not an individual mesh. Which would mean importing any glass etc would have to be done as seperate models then placed within GGMax which is an unnecessary level of tedium. (Beta 2)
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GraPhiX
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Posted: 16th Oct 2020 10:19
Quote: "I've found that transparency is applied to the full model and not an individual mesh. Which would mean importing any glass etc would have to be done as seperate models then placed within GGMax which is an unnecessary level of tedium. (Beta 2)"


that is not entirely correct, if done correctly Glass does not have to be separate.
The main issue with glass is the zorder/cullmode things behind glass cannot be seen most of the time.

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Mungkeh_Man
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Posted: 16th Oct 2020 11:25
Not entirely correct?

There's a Transparency checkbox and the BaseColor slider, what am I missing?
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Posted: 16th Oct 2020 12:10 Edited at: 16th Oct 2020 12:17
Quote: "There's a Transparency checkbox and the BaseColor slider, what am I missing?"


they are 'effect' options gives you the option of making any glass in an entity transparent or not transparent, It also effects if an entity cast shadows or not. which is slightly off because the door frame should still cast a shadow whether transparency is on or not.

The glass part does not need to be separate.

Transparency On:


Transparency Off, notice the shadow :
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Mungkeh_Man
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Posted: 16th Oct 2020 12:19
Sorry, I still don't know what you mean. Where are the effect options in GGMax? And I don"t understand what you mean by "nothing to do with glass in an asset"? When I say 'glass' I mean a mesh within a model I want to apply transparency to.
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Posted: 16th Oct 2020 12:47
FX shaders don't work in GGMax.

When you have a mesh with something transparent such as the GraPhiX's door, you have to set Transparency = 3 in the fpe file.
IIRC Lee says something like making the glass at the very end, whe you are modeling the door, in you 3d soft.
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Posted: 16th Oct 2020 13:17 Edited at: 16th Oct 2020 14:03
Thank you for filling in the missing piece...once again.

Though it does sound like a workaround when there is a transparency setting in GGmax...that works except for applying to the whole model. The most annoying thing is that the transparency applies correctly to the individual mesh in the import, but is applied to everything when it is saved and added to the game as an entity.
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Posted: 16th Oct 2020 17:53 Edited at: 16th Oct 2020 17:54
This kind of workaround is how lots works in GG right now. This is a Quality of Life type thing, having these things work better will hopefully come in time. Would be unfortunate if other 3d engines end up being easier in the long run to use due to more quality of life polish.
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Posted: 16th Oct 2020 20:00
I'd say it's a quality of software type of thing. I'm aware of how poor GG is, which is why I never bought it (I have 8 years of service due to buying AGK). GGMax was supposed to address these issues but it looks to be going down the same route with the released betas that have obviously not been through the most basic of testing and now open ended development announced.
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Posted: 17th Oct 2020 18:38 Edited at: 17th Oct 2020 18:40
Well guys, testing sprites in GGMax beta3, as promised.

Blackjack game and animated Diamond. GGMax beta3



Snow - using AmenMoses's script, here - ty Amen



I've to re-code my old blackjack script for it to work on GGMax beta3, I must admit I didn't re-done the complete script just the relevant part, for this reason, it does not work as well as in GG.

Now I'm going to test speech text, perhaps this takes more time to do since my Holliday finishes next Monday.

Edit: sorry missed to share snow.

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3com
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Posted: 20th Oct 2020 08:23
Well guys, coming with more testing as promised.

Testing TTS In GGMax_beta3
TTS in GGMax_beta3 works as expected, however, I always want to go a bit further.
I code some sort of conversation system, and it works fine so far.



Now I'm going to try more convo modes, such as tree-conversation.
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Posted: 20th Oct 2020 16:43
Interesting, I see a guy wearing a white 'T-shirt and jeans' lurking out in the
shadows under the cover and staying silent. Looks to be from the 21st century...
Do you think time- travel maybe? Whoa! How?! Or was that only a figment of
my imagination?
And if I'm not mistaken - (that is, if we could have shined a light on this guy)-
is he really the illusive and mysterious fellow they call Lee, that they say can
mold the best game engines that run on Microsoft Windows? But alas, we may
never know, because he has shrunk back into the shadows and has gone.
Where to find him? Must ask around, but the information here is not free!
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3com
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Posted: 20th Oct 2020 19:49
@ GubbyBlips
He's a time traveler, and I think he's the guy the player is looking for, but for some reason, he prefers to stay in the shadows.
Basically the player looks for a witch who left town since she is the only one who has seen her face.

Soon the player will have to get some money (blackjack perhaps?) To pay for the information, which will take him to a sailor on the dock with whom he will have the tree conversation.
Now I have to model the harbor in the town and create the scene. I did it times ago, in GG.
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3com
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Posted: 22nd Oct 2020 21:25
The idea is to continue developing convo_tree when GGMax is more stable, many things may change along the path.
Now I have the code base, just have to way the newcomers.

The player will first talk to the fisherman, but will not choose the correct flow of the conversation.
The player will take a walk along the dock, visit the castle and the wooden boat, then talk to the fisherman again, this time he will choose well, therefore he will get the information he is looking for.

Sorry, guys if the video is a bit long, but I need an overview of the whole scene, including the small details (many of them go unnoticed at first glance).
How sunlight affects objects, is it doing it correctly? , and if not, where is the fault?
What else do need the water to simulate an ocean, in a more real way?
Reflectance, transparency (if any), the color, suit the scene? match with?
The terrain, blends fine with the street floor ?, it is raining therefore presumably the ground should be wet, how can I make this happen? and so on.
Usually when you are testing one thing you are testing many others as well.



The final idea is to try to get a more complex convo tree system, with more branches, something like this:

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granada
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Posted: 22nd Oct 2020 23:39
Very cool , you’re certainly getting a grip on Max

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3com
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Posted: 23rd Oct 2020 21:33
Looking for wet terrain in GGMax beta3 I realize that it is not that easy, at least atm, anyway I'm going to try, let's see what happens at the end.

This is what I've so far:



As a side note, I hight recommend you guys do it your surface maps yourself, it alleviates the missing texture issue, this is due to GGMax does not generate the surface map yet, at least not for every mesh.

Thanks again guys for watching my vids and pics.

Quote: "Very cool , you’re certainly getting a grip on Max "


A lot of work and a lot of patience involved for try to test GGMax at this stage, anyway along the path I'm learning many things about GGMax workflow. Thanks for the kind words.
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Posted: 25th Oct 2020 11:10
After a lot of GGMax crashes when trying to paint custom texture with the painting tool, finally I've managed to get it working depending on the texture I'm using for.
Ones of the crashing were very odd since I've seen a rectangular section of painted terrain even the grass disappears completely, I close GGMax without saving changes, then, when reopening GGMax the bug remains there.
Also, GGMax sometimes does not blend accurately the terrain textures, even when you paint with stock brushes and stock textures.

I'm working with trial and error, so I'm just testing the painting tool to get wet terrain, anyway the textue I'm using for, need some tweaks, for example it need to be seamless, but I'm going to way a most complete terrain system in GGMax to dive a bit more.
I've got a better wet effect on terrain in other video I made, anyway I'm not very happy with the results, at least not yet.
Anyway, the non seamless texture is easy fixable as you can see in the vid below.




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Posted: 25th Oct 2020 22:12
At this point I think you don't see it the way we see it haha, which is cool.
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Posted: 26th Oct 2020 07:08
Getting Lights randomly flickering, in GGMax beta3.

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Posted: 26th Oct 2020 07:21
@ Cobbs
At this point is just a major challenge for me, it gives you the chance to think out of the box and enjoy it while you do it.
GGMax is not ready to do according to what things, but if we can prepare ourselves and try to understand how it works, for when the time comes, to have a general idea about its workflow, I think this might help.
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Bored of the Rings
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Posted: 26th Oct 2020 07:45
Enjoying this thread and you have the best attitude 3com. Am currently working on advanced scripts , code conversion and model / texturing. Am looking forward to the release.
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Cobbs
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Posted: 26th Oct 2020 14:17
I agree, the positive attitude is what makes me keep coming back haha. Honestly I like what youre working on, those flashing strobe weather workarounds just destroy the whole visual scene in my brain personally lol. Not a strobe fan maybe

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Posted: 26th Oct 2020 17:37
@ Cobbs
Quote: "those flashing strobe weather workarounds just destroy the whole visual scene in my brain personally lol. Not a strobe fan maybe "

The workarounds saved my life in the Amazonia jungle times ago.
I'm sure when the weather system is complete that workaround is not needed, is just a temporary solution to give a rainy environment, anyway. what is testing here is the painting tool to get wet terrain, the idea may be to have wet terrain when raining, snowed terrain when snowing, and so on.
The painting texture tool is very unstable yet, but when complete may be so cool to work with.
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Posted: 26th Oct 2020 17:41
@ BOTR
About texturing don't forget to make your own surface textures, at least till GGMax be most advanced developed, this way you get rid of the missing texture bug.
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Posted: 26th Oct 2020 17:47
Well, guys, this time I have taken from the trunk of memories, a Taj Mahal that I made a long time ago, I have retexturized it and tested in GGMax, and it works.
Well, I must admit that it is just my own version of the Tah Mahal, taken from some photos on google.
Although I tested the water transparency, basically this is time is just for fun.


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Posted: 27th Oct 2020 17:27
Testing GG sky in GGMax beta3
Not all the GG sky work on GGMax, most of them because GGMax doesn't work with BMP textures, convert your sky textures to .dds, and you are done.

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Posted: 28th Oct 2020 08:41 Edited at: 28th Oct 2020 08:49
GG sky in GGMax beta3
GG sky in GGMax most of them may work in GGMax, anyway, at least atm, it needs some tweaks to work.
1- GGMax does not work with BMP textures - convert them to DDS. (Gimp, PSD, or something other)
2- GGMax needs the sky name in the skyspec.txt file, matching with the X file name.
3- Sometimes you'll have to rotate sky via skyspec.txt file.
3- When you add a new sky to GGMax it sometimes and just sometimes generates the cubemap texture, anyway, GGMax is not rendering the channel alpha for that texture, therefore you can see the seams, nor seamless cubemap texture. (Just talking about beta3).

You can create your own sky within GGMax itself, would be nice to be able to save it, for later use.
Meantime you can take your own captures and make the sky yourself.





MUD TERRAIN
Although not entirely happy yet, I'm getting better mud terrain, in GGMax beta3.
Texture painting tool may work with custom textures, however, you will need some requirements:
1- The necesary textures are as follows: mytexture_color, mytexture_normal, mytexture_surface, so you will has to make your own surface texture as well as the others 2.
2- when using Texture Painting tool do not use the tool out of the paintable areas, or you'll run into a crash and close GGMax.
3- Of course texture should be seamless.
4- Better working with 2k+ res.
5- Save often and in a different map file.
6- If GGMax becomes unstable or replace all the are you want to paint for, close/open GGMax and try again, it looks like GGMax fills up all its buffer, and need some refresh. LOL



Breaking buildings_glasses in GGMax beta3
Meshes appear untextured because of the missing texture bug,
The whole pack is about 56 textures, not sure if I want to make 56x6 textures right now.
I'm sure this will be fixed when the game engine is in the most advanced stage of development, then I'll do all the job (PBR and so on).
Anyway, I hope you get the point, is just a bit of physics on GGMax beta3.



Thanks, guys, for watching my vids and pics.

Edit: Fixing video link.
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Bored of the Rings
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Posted: 28th Oct 2020 09:02
liking the vids 3com and looks like your having a lot of fun.
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