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#41
03/01/2011 (2:29 pm)
Sorry, my info about DAE was not up to date. After long chats with my main modeller/rigger I was informed that its actually possible to have our model working in the engine through collada. Dts is not a option as we have aligned verts though.

I still think the 'effortless' is somewhat jokish, but will chew my hat on the previous words about both being non-usable.
#42
03/01/2011 (4:31 pm)
Your aligned vert info isn't up to date either. :P
#43
03/02/2011 (1:50 am)
I hate lag ;)

I was certain Peters chit chats with you dripped on me. Im glad to hear if the dts problem is fixed (was convinced it was not).

-thanks for poking me into shape, and looking forward to more info :P
#44
03/02/2011 (2:46 am)
perhaps we're confusing each other, feel free to email me.
#45
03/03/2011 (3:51 am)
Kevin do you mind to post your player collada setup?

A lot of people is struggling with this...
#46
03/03/2011 (6:58 am)
File package: LINK HERE
Contains:
- Orc DAE file - OpenCollada(2010/2011,Max) with 2 lods
- Max2010 file for 2010 and 2011 users; so you can see where the multires modifier is placed on LOD 333's modifier stack. (Learning is a good thing :P )
- Texture

I have used the max and the dae file in this package, they work @ 100% if used correctly.

P.S. if you have problems using it, please post the problem here.
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