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Wrongfire

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  1. [size=1]Hello! My team is currently running into an issue while attempting to create a lod imposter system generator. Basically you put in a model and it spits out the heightmaps/normal maps/ and texture maps, from all angles, to be used as an imposter in-game. The problem is though, the front and back, or left and right, or so-on view, do not match up, so when the imposter is drawn its all messed up. There is a way to fix this though, say your looking at the front view. Get the back view, drop the brightness all the way, and put it behind the front view and mirror it, then align it to the front view. This fixes the issue on the imposter, but thats not intuitive. The heightmaps we are trying to make are for asteroids, but we just can not get opposing views to match up. It doesnt make sense... Any ideas on how to solve this? I can post pics if it helps you understand the problem.[/size] All solved.
  2. Is MD5 a good format for animations of all types? Thanks for the link!
  3. Hello, I am the 3d modeler for a game called Outsider. We have decided to insert animations into the engine.. We want support for both key frame and skeletal animations. The question I have is what file formats work for this, and how can I export my 3ds max files into these formats. Id appreciate any help!
  4. Just thought id post my results. X plane doesn't do fluid dynamics, so the closest I could get was using 3ds and maya. http://www.youtube.com/watch?v=AfwxM6bi0Oo Id like other peoples opinions, but I think, according to those 2 wind tunnels, the ship is creating mostly drag and downforce, and not enough lift. Not a serious project, just experimenting.
  5. Thanks for the link, seems like X-plane is my best bet. My goal is to see how air vents in a frame effect the aerodynamics. When air vents are useful or unnecessary, and of course to see if my 3d models could fly if they really existed.
  6. Hey, I was wondering if anyone knew of a program that worked like a wind tunnel, one that would calculate lift and drag on 3d models that you import into its engine. I don't know of any personally, a quick Google search was useless, didn't come up with any software.. Not sure if any exist.. But it seems to me like it has too be out there somewhere. So let me know if you know of anything like it. I have no doubt itll be expensive if it's this hard too find.
  7. Beautiful
  8. Is this like a 2d gta? I really like the artstyle!
  9. I dunno what this game is, but i am intrigued!
  10. The contrast between the grass and the ground texture is a bit much, otherwise this scene looks nice
  11. I like it, id say change the atmospheric effects on the mountains to blend more with the sky, or make the lower sky a slightly darker blue to match the mountains
  12. [img]http://i34.photobucket.com/albums/d135/Wrongfire/Asteriod1Heightmapfront.png[/img] [img]http://i34.photobucket.com/albums/d135/Wrongfire/Asteriod1Heightmapback.png[/img] Thanks a ton, I can't tell you how helpful this was! I have been looking around for about two months off and on to try and find out how to solve a problem that I never thought would be a problem.. lol Our game can finally have LoD and that is extremely exciting! I appreciate all the help!
  13. Awesome! Thanks so much, just one more thing, I added a 2nd camera, but when I press 0 it goes to the old one, How do I toggle which camera the render will use? Also is there a way to orbit the camera around the center point of the asteroid? Need to get the 2nd image to view the exact opposite side of the asteroid, or at least as close as possible to it.
  14. I cant figure out how to do it in 3ds max. It just says all the rays miss when I try to bake it. I just got blender, could you go through step by step on how you got your displacement map? I have no clue how to use this program.
  15. Yes, that depth map is exactly right, just needs to be inverted! how did you do that? And is it possible to get the depth map of the back side of the asteroid with the same size and orientation? Is blender easier for this stuff then 3ds? Lastly, I guess it isn't important if the normal map lines up, the height map can be 2 separate images, one of the front, and one of the back, while the normal map uses the UV map, if that makes things easier.