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Shrouded Blackheart

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  1. I can confirm that Arton's method does indeed work! Now I don't know which method is best to use because Blender seems like the faster approach but I could also just names individual parts after I've finished making each part lol. On a final note is there a limit to the amount of hit-boxes you can have? I only ask for future reference.
  2. Oh so I guess something good came from this then and people can learn from it in the future. I wonder if it's the same thing with 3DS Max then.. Did a quick test in 3DS Max but I guess it doesn't want to play nice. Does it work in Blender's .DAE though?
  3. I can't stand Blender and it seems like such a pain in the ass just to get this thing to work. It actually explains why I've had so many problems with mesh so far. I suppose I'll have to give Blender a try until I can find a better solution.. **EDIT** NOPE! Even tried with Blender and it STILL does it, I even have "Sort by object name" enabled.
  4. I'm using 3DS Max and in the heirarchy it's all alphabetical. Do you think that it matters ifI I just select everything and export or should I select each piece in order and then do the same with the physics? I think I've already tried that though. I'll probably re-do the physics for the walkay but right now I just want to at least work this thing out. I certainly see what you mean by things getting reversed but I'm not entirely sure how I'd even fix that within 3DS Max because I'm used to creating things for games engines and haven't had this problem before lol. For now I'd just like to work out how to sort this problem out where it's reversing things.
  5. So I joined parts together and made custom physics for it but now there's a new problem. Here's what I'm working on, everything else is hidden as I've managed to narrow it down to these particular two things. Without the posts everything else is fine and the physics work but as soon as I add the posts back into the thing then it does this. Everything you see of the post is connected to eachother so you have one post and the walkway and then you have a physics piece for each. I have named things accordingly so that the mesh post is A, the walkway is B, the physics post is 1 and the physics walkway is 2. Still doesn't work... I've tried naming, as above, but with 1,2 mesh and 1,2 physics but that doesn't work either. It's only the pillar that is messing it up.
  6. Thanks but I did some research and it turns out that each part does indeed need to have its own physics so my bridge is 32 prims therefore it'd need 32 boxes. Makes more sense now!
  7. No matter what I do the uploader just takes my physics, says "Yeh screw you!" and makes its own damn physics. I even tried using two simple cubes to test but it just re-sizes it and completely ignores where i put the damn physics. I made a very quick example here (I actually modeled a bridge with custom physics and all that but I need to work this out first) White box represents physics. And in the uploader: I don't want to spend ages making a good yet simple physics model only for it to do this stuff everytime. Even if I click "Analyze" nothing happens it just changes colour completely ignoring the fact that there is a custom physics model there. It either shrinks it or makes its own. Am I doing something wrong? On a side note my bridge is in multiple parts and maybe that's the problem but I don't really want to have it in one part if I can avoid it because I'd like to make it so that each part is editable for animation purposes.
  8. I've tried a few timed audio loopers but one of them seem to work. I need the audio clips to be about 45 seconds apart but they always end up either running over eachother or not starting for 45 seconds after the script runs and THEN running but right after eachother. Does anybody know of a stable script that will also work properly even when rezzed each time? I made the audio clip myself so I know that it's just under 10 seconds long. Thanks!!
  9. Yeh that's what i feared.. I guess I'll just have to try trial and error.. Like don't waste time texturing my work until i can see how it's going to effect Li.
  10. Well I'm just curious because i make high poly stuff and then bring the poly count down, use retopology, etc. and i always have my low poly ar around 500 polies. I know it really depends on the object but the stuff I'm making is more organic stuff like boulders and rocks, etc. So could somebody tell me if poly count effects Land Impact a lot? I'd rather know sooner than later you see.. I mean would i be safe keeping my poly count around 1,000 per object, say 5 objects per project? Thanks!
  11. Which version of Max are you using? I know that they released an updated .FBX exporter/importer than seems to work.
  12. It does look really great but i can't see much difference. I guess I'll just have to make something and see for myself lol.
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