Author Topic: another problem with MAX  (Read 7517 times)

TheJamsh

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Re: another problem with MAX
« Reply #30 on: February 04, 2009, 07:21:05 PM »
strange, im in same country as you and also using mozilla. no issues here

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Lizard

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Re: another problem with MAX
« Reply #31 on: February 04, 2009, 07:23:47 PM »
it's not just firefox, IE does it too.

Nielk1

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Re: another problem with MAX
« Reply #32 on: February 04, 2009, 08:41:50 PM »
Odd. This concerns me... Try adding the http:// ?

EDIT: Also, that tank is sweet! I like the way the texture fits on it. Its shape is very nice and unique too!
« Last Edit: February 05, 2009, 12:22:59 AM by nielk1 »

Click on the image...
Quote from: Lizard
IQ's have really dropped around here just recently, must be something in the water.

Smiffy Bagels

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Re: another problem with MAX
« Reply #33 on: February 04, 2009, 11:54:17 PM »
hey lookin good, if thats what you do in a short space of time id like to see long-term shizzle!


EDIT: Also, that tank is sweet! I like the wave the texture fits on it. Its shape is very nice and unique too!
thx, it would have been done faster but i was kinda learning and doing at the same time

TheJamsh

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Re: another problem with MAX
« Reply #34 on: February 05, 2009, 04:38:03 AM »
Well, maybe one of the ideas from my Serenesis gallery or in the concept art thread would keep you busy XD? [/hinthint]

Nielk1 made the spiked halo ring, needs a texture though i believe...

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Lizard

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Re: another problem with MAX
« Reply #35 on: February 05, 2009, 05:04:49 AM »
Odd. This concerns me... Try adding the http:// ?




dunno what's going on there but nothing works, maybe it's an issue with my isp or something .

Lizard

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Re: another problem with MAX
« Reply #36 on: February 22, 2009, 04:23:56 AM »
now that I can see nielk1's site again, that ship looks really good Smiffy. :)

jaydenbz2

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Re: another problem with MAX
« Reply #37 on: January 20, 2010, 04:15:50 AM »
Well next time one of the guys who does the 1.3 patch updates bz2 again maybe someone can tell him to make battlezone 2 accept bones so organic animation can be done easily, if that is even possible :P

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Lizard

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Re: another problem with MAX
« Reply #38 on: January 20, 2010, 07:06:51 AM »
Bigbadbogie the guy who made Fleshstorm 2 figured out how to make bones animations for BZ2 using 3ds MAX, I think it was a case of just making a few minor alterations to the XSI file in notepad after export, but I'm not sure exactly what he did, I'm sure he posted about it somewhere (probably on BZU) .

TheJamsh

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Re: another problem with MAX
« Reply #39 on: January 20, 2010, 07:19:15 AM »
The full tutorial is on BZCommand

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jaydenbz2

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Re: another problem with MAX
« Reply #40 on: October 22, 2010, 01:06:13 AM »
When people refer to a vertex limit, they are talking about bz2 <pb5.1, pb5.1 or above supports 20,000 verts per object.

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VSMIT

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Re: another problem with MAX
« Reply #41 on: October 22, 2010, 11:25:11 AM »
PB5.1 or above supports 60,000 verts per object.  However, that's not entirely accurate as to what you can do with the model.  You can make a model with up to 20,000 triangles, as each triangle is broken apart from another by the engine, to equal up to 60,000 verts.

IQ's have really dropped around here just recently, must be something in the water.