[Previous entry: "Terrain... day 1"] [Main Index] [Next entry: "Terrain... day 2."]

06/24/2003 Archived Entry: "Boulders... and even Better Idols."

Okay... I did the boulder and got the idols looking brighter:

Boulders and Idols

I basically told the model not to allow shadow casting on itself for now. Looks better this way I think... more bright.

I might make the boulder texture repeat more... thats about it though.

The reason there are two idols, is the one on the left is an md3... the one one the right is an ase. The boulder is also and md3. This is because they will be moving, interactive objects at some point. Remember that anything with motion or interactive must be an md3.

Replies: 2 comments

Are you starting in Max?

I assume it could work either way.

I started from a 3ds max native model, then exported it using the Pop N Fresh exporter. Next, I imported the model in Npherno's MD3 compile.

In MD3 compile, click "rebuild normals" then in the box underneath the pop up menu, I wrote the path to the shader name with .tga appended to the end.

I assume you can import and ASE into Max and do the things I just described.

If you need any more help / info, let me know.

Posted by Hummer @ 06/24/2003 10:18 AM PST

Hummer,
Did you convert the ase version of the idol into an md3 version? If so, how'd you do it? I'm pulling out my hair trying to convert an ase model into a md3 using npherno. The md3 loses all of the texture info.

Posted by chavo one @ 06/24/2003 06:57 AM PST

Powered By Greymatter