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    posted a message on Exporting Texture Issues

    Thanks man it was definitely the import path in the editor that fixed the issue everything else I had correct

    Posted in: Artist Tavern
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    posted a message on Exporting Texture Issues

    Hello all, I've been working on a map for awhile now and we decided that we were going to make custom 3d portraits of weapons to give it more of a first person feel. I know i shouldn't be making a FPS map so if that is your response I've heard it; go elsewhere kthxbai :). Anyways, I took the marine m3 model. Got it into 3ds max 2011. Deleted all the extra stuff and just left the gun and a few bones so that it would export correctly. Changed the model a bit so I created a new UVW map. Lined everything up nice and neat (Took about 4 hours lol) Created a 512x512 UVW map. Put that in Photoshop CS5 and put some nice textures on it. Exported with the Nvidia plug-in for DDS files. Used DXT5 ARGB 8 bpp | Interpolated alpha. Went back to Max opened up the material viewer and swapped out the diffuse texture with this new DDS i created. Checked the render port in max and the textures showed up real sexy so I started getting excited. Exported the model using NiN's exporter tool into a brand new m3 file and imported that into the Galaxy Editor. The model showed up an ugly purple and I can't figure out why.

    Any Idea's?

    http://i529.photobucket.com/albums/dd331/lancepry/galaxy.jpg

    Posted in: Artist Tavern
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    posted a message on New Project: Counter-Strike

    Still need someone to do the Terrain :D

    Posted in: Team Recruitment
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    posted a message on New Project: Counter-Strike

    Yeah I've noticed that with a lot of the ones people are offering but I have faith in blizzard fixing those performance issues and I want to have the map ready by the time they do. :D

    Posted in: Team Recruitment
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    posted a message on New Project: Counter-Strike

    Hey all I just started a project a couple days ago and realized how immense this editor is so I'm looking for help. Basically I started creating De_Dust2 from counter-strike and implemented a first person camera on a marine that shoots has ammo and health and reloads. I got the triggers from the asset library so I can't take all the credit but I tweaked it a little bit to make it FPS because the original trigger was for a TPS. its glitchy and needs a ton of work but for the time being its usable. If you have played counter-strike before and know triggers/data then this project is definitely going to interest you. As for me I just started using this editor and I've got a lot to learn but I can build off existing assets with ease. My specialty's are definitely 3D modeling and animation I am currently in school for a bachelors in game design and wanted to do this because I dont think any one else is going to. I have been in school for 3 years already so I know quite a bit. Some one earlier posted a thread asking people that posted in here to answer these questions so here goes.

    What region do you play in? USA

    What time zone are you, and what hours are you available? PST, I work from 10am to 7pm or so I should be available atleast once every day through e-mail [email protected]

    What are some methods of contact(msn/skype/vent)? Definitely E-mail for the time being but I would be willing to use other things if we get serious

    What are you doing for this project? If I find some one to do triggers i'll focus on custom 3d models and animation otherwise I'll keep learning triggers

    What roles do you need filled? Triggers, Data. Not because I'm not willing to learn because I will if no one steps up

    What do you have done on the map up to this point? Please try to include images or videos. Screenshot

    A description of the project/team itself so people know what they're getting into. Everything is fresh at this point

    How much time are you willing to invest in this project per week? Atleast a couple hours every day.

    Posted in: Team Recruitment
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