I agree, don't give up hope on Milkshape, even if it's not as pretty or intuitive :) Btw Katie, if anyone could pay $43k and just know how to do something, everyone would - it's who is learning it and if they can apply it that is important! On Tue, May 19, 2009 at 11:56 AM, eric drewes <figarus@xxxxxxxxx> wrote: > awesome stuff, i'll look into that plugin... anything that will smooth out > the work flow will be a huge win for us, i think about the hours i've spent > on art w/ little to no results and cry haha... > > if it doesnt work, maybe i'll try to learn maya. > > good lookin' out! > > hey katie, we're wrapping up the milestone in the next couple days and are > gonna start on the next one, it has a theme/art that i think you'll really > be able to sink your teeth into... > > On Tue, May 19, 2009 at 2:47 PM, katie cook <ktmcook@xxxxxxxxx> wrote: >> >> Yeah, at times that degree I paid $43,000 for pays off. =) >> >> Sorry, I think one of my other posts posted twice. >> >> Stupid yahoo mail lag. >> >> --- On Tue, 5/19/09, Chris Sherman <cshermandesign@xxxxxxxxx> wrote: >> >> From: Chris Sherman <cshermandesign@xxxxxxxxx> >> Subject: [project1dev] Re: Project1 - SVN Update 138 >> To: project1dev@xxxxxxxxxxxxx >> Date: Tuesday, May 19, 2009, 11:34 AM >> >> In cinema 4d normals can be swapped or aligned to surrounding faces, that >> might fix the issue eric. Good call Katie! >> Sent from my BlackBerry >> ________________________________ >> From: katie cook >> Date: Tue, 19 May 2009 11:30:14 -0700 (PDT) >> To: <project1dev@xxxxxxxxxxxxx> >> Subject: [project1dev] Re: Project1 - SVN Update 138 >> Hey Guys, >> >> I don't know what programs you use. But in maya, the backface culling >> could be an issue with what is called NORMALS. Each polygon face has a >> normal. It either faces in or out. >> It is represented by a line either sticking into the object or sticking >> out. For the most part you always want your normals facing out. >> >> You can turn the display of normals on/off in maya. Basically it shows >> which way the polygon is facing. I usually check my normals periodically, >> cause sometimes when you extrude faces/edges the software interpolates the >> polygons in the wrong direction. Especialy if you are modifing existing >> objects by "creating polygons", which is what I tend to do a lot. >> >> Anyway, just thought I would throw some info out there. Hopefully this >> helps so you know what's going on with your models. >> >> Happy Gaming! >> >> I am planning on working on a shovel and pickaxe/texturing tonight (being >> Tuesday) if that works?... >> >> --- On Tue, 5/19/09, eric drewes <figarus@xxxxxxxxx> wrote: >> >> From: eric drewes <figarus@xxxxxxxxx> >> Subject: [project1dev] Re: Project1 - SVN Update 138 >> To: project1dev@xxxxxxxxxxxxx >> Date: Tuesday, May 19, 2009, 6:56 AM >> >> sounds good, and good information to have... i noticed it was dark in >> milkshape but didnt know the reason :P >> >> On Tue, May 19, 2009 at 9:52 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >>> >>> actually thats not true, milkshape does have back face culling on in it. >>> >>> i saw the polys of the barrel in that program as if they were unlit but >>> im not sure why... >>> >>> anyways, i noticed the problem in the game engine and just reversed the >>> vertex order in milkshape and it fixed it (: >>> >>> On Tue, May 19, 2009 at 6:50 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: >>>> >>>> All the polygons were facing the wrong way so when you looked at the >>>> barrel you saw the inside polygons and the outside ones were invisible from >>>> back face culling. >>>> >>>> I don't know how that happened but you can fix it in milkshape. Just >>>> select the whole object and under the "Face" menu, select "reverse vertex >>>> order". >>>> >>>> Milkshape doesn't have back face culling but you can tell if something >>>> is facing the wrong way or not in milkshape because if it is, it will be >>>> really dark like it's unlit cause it uses a 1 sided shading model. >>>> >>>> On Tue, May 19, 2009 at 6:22 AM, eric drewes <figarus@xxxxxxxxx> wrote: >>>>> >>>>> hey alan it does look pretty cool man, definitely coming into shape. >>>>> can't wait to tackle the next milestone... >>>>> >>>>> hey though, quick question... what did you mean the barrel was inside >>>>> out? how would it get like that? how did you fix it? haha >>>>> >>>>> On Tue, May 19, 2009 at 1:59 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> >>>>> wrote: >>>>>> >>>>>> I updated the website too with some more screen shots since so much >>>>>> cool new stuff has gone in: >>>>>> >>>>>> http://project1.demofox.org/ >>>>>> >>>>>> It's really exciting how good things are starting to look (: >>>>>> >>>>>> On Mon, May 18, 2009 at 10:51 PM, Apache User >>>>>> <dhapache@xxxxxxxxxxxxxxxxxxx> wrote: >>>>>>> >>>>>>> User:atrix256 >>>>>>> >>>>>>> Message: Added Eric's models to the map in a few places, turned the >>>>>>> barrel inside out (it was inside out so this fixed it!) and since >>>>>>> textures >>>>>>> were bein a problem for the lantern i just set it to some solid colors >>>>>>> for >>>>>>> now. Things are lookin nice! >>>>>>> >>>>>>> <Files Changed> >>>>>>> U Art/Models/barrel.ms3d >>>>>>> U Art/Models/lantern.ms3d >>>>>>> U Scripts/Maps/cavemap_geometry.lua >>>>>>> >>>>>>> >>>>>> >>>>> >>>> >>> >> >> >> > >