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Search: Posts Made By: senkusha
Forum: SiN Episodes 03-13-2006, 09:51 PM
Replies: 16
Views: 1,272
Posted By senkusha
Re: One gross left?

How about the number of bugs left to squash?
Forum: News Comments 08-18-2005, 12:58 AM
Replies: 4
Views: 903
Posted By senkusha
Re: QuakeCon Party Pictures

Does anybody know who the girl in the pink tank-top is (she's standing against the bar in the pic where levelord is giving the bird)? She was standing behind me in the line for the id presentation...
Forum: EF2 Editing Forum 08-02-2005, 02:12 PM
Replies: 27
Views: 2,457
Posted By senkusha
Re: Modelling software?

If it's any consolation, I believe Ritual to be using Maya to develop Sin Episodes.

I'll look into writing an exporter for milkshape. I can't promise anything other than I'll look into it. I have a...
Forum: EF2 Editing Forum 07-31-2005, 06:48 PM
Replies: 27
Views: 2,457
Posted By senkusha
Re: Modelling software?

Since I use XSI now, I've been thinking of writing one for that. What other programs were you thinking of though?

Neil
Forum: EF2 Editing Forum 07-31-2005, 04:22 PM
Replies: 27
Views: 2,457
Posted By senkusha
Re: Modelling software?

I posted this a while ago (and I'm also sure that I uploaded the file to effiles, but I can't find it there anymore?), but I wrote an exporter script for Max and it should work in all versions newer...
Forum: EF2 Editing Forum 06-03-2005, 01:51 PM
Replies: 1
Views: 837
Posted By senkusha
Re: Adding weapon fx?

The way to add an effect is to edit the .tik file for the weapn and add a client command for the animation where you want the effect to be played. For the compression rifle, if you open up...
Forum: EF2 Editing Forum 03-01-2005, 07:30 PM
Replies: 7
Views: 1,956
Posted By senkusha
Re: morpher question

I think I might have found out what the problem is, and to say the least it's rather odd.

This is a snippet of my .mph:



Now compare that to yours. Notice anything different? You should see that...
Forum: EF2 Editing Forum 03-01-2005, 04:20 PM
Replies: 7
Views: 1,956
Posted By senkusha
Re: morpher question

It's been so long since I've looked at this stuff. I'ts amazing how you forget things, but I've got it working. My .skm file looks nothing like the two that you showed, so I guess we can't put too...
Forum: EF2 Editing Forum 03-01-2005, 12:15 PM
Replies: 7
Views: 1,956
Posted By senkusha
Re: morpher question

Haven't posted here in a while...

What does max2skl output when it's compiling the morph targets? Does it give any warnings? Also, what is in the .mph file? Check to make sure that it lists all the...
Forum: Heavy Metal FAKK2 08-20-2004, 08:24 PM
Replies: 3
Views: 808
Posted By senkusha
Re: Creating Tags

It sounds trivial but make sure the case of the tag names are the same (e.g. tag_minecart isn't the same as TAG_MINECART). The tag name is passed into the engine which is written in C/C++ and those...
Forum: Heavy Metal FAKK2 08-04-2004, 11:28 AM
Replies: 46
Views: 6,035
Posted By senkusha
Re: Plugins revisited...

mjolnir:

Bone offsets and the XYZ rotation matrices are in the world coordinate system.

neil
Forum: Heavy Metal FAKK2 07-28-2004, 08:50 PM
Replies: 4
Views: 916
Posted By senkusha
Re: Running console commands from a script

try this:

stuffcommand "timescale 0.5"

It's what I've seen used in the menu scripts, so it's worth a shot.

neil
Forum: Heavy Metal FAKK2 07-15-2004, 02:20 PM
Replies: 46
Views: 6,035
Posted By senkusha
Re: Plugins revisited...

It really depends on the situation. If your creating an environment model (i.e. plant, coffee mug, etc..), then no you don't need a 'origin' tag. On the other hand, if your creating a new player...
Forum: Heavy Metal FAKK2 06-14-2004, 05:39 PM
Replies: 46
Views: 6,035
Posted By senkusha
Re: FAKK2 import plugin for MS3D - ALMOST!

1) Each vertex is associated to 1 bone only. Since your doing facial animation, this bone is typically the head bone. Ritual's morph target exporter will only export 1 bone influence per vertex; so...
Forum: Heavy Metal FAKK2 06-11-2004, 12:11 AM
Replies: 46
Views: 6,035
Posted By senkusha
Re: FAKK2 import plugin for MS3D - ALMOST!

Sorry about that. It's been storming like crazy here (Dallas area) and power has been going out all over the place.



I've started looking at the max script physique interface to do just this. ...
Forum: Heavy Metal FAKK2 06-09-2004, 01:39 PM
Replies: 46
Views: 6,035
Posted By senkusha
Re: FAKK2 import plugin for MS3D - ALMOST!

I'm going to go ahead and post this. I'm making no progress in getting it to work in 5.1 and up. I've tested it in gmax and it works, and i'll leave it to those with lower versions of max to see if...
Forum: Heavy Metal FAKK2 06-09-2004, 01:03 AM
Replies: 46
Views: 6,035
Posted By senkusha
Re: FAKK2 import plugin for MS3D - ALMOST!

mjolnir:
http://www.ritualistic.com//forums/showflat.php?Cat=&Number=149650&page=8&view=collapsed&sb=5&o=&fpart=1

Here's someother screenshots as the ones from that link...
Forum: Heavy Metal FAKK2 06-07-2004, 05:48 PM
Replies: 46
Views: 6,035
Posted By senkusha
Re: FAKK2 import plugin for MS3D - ALMOST!

I'll add this in. It'll be good practice using matrices. Also something else to add to the .skb/.ska importer.

tempest:
http://www.discreet.com/support/max/

BrushBaron:
If you see calzador's...
Forum: Heavy Metal FAKK2 06-07-2004, 01:19 AM
Replies: 46
Views: 6,035
Posted By senkusha
Re: FAKK2 import plugin for MS3D - ALMOST!

This isn't a typical plugin where you put it in your plugins dir and the open the file through the File->Import.
With scripts it doesn't really matter where you put them, but typically they...
Forum: Heavy Metal FAKK2 06-06-2004, 07:14 PM
Replies: 46
Views: 6,035
Posted By senkusha
Re: FAKK2 import plugin for MS3D - ALMOST!

Tempest:

I can't test in Max 4.0, but I can only suggest removing the "silentErrors:false" on the first line of the script. Let me know if that doesn't work, and then we'll go from there.

neil
Forum: Heavy Metal FAKK2 06-06-2004, 07:06 PM
Replies: 46
Views: 6,035
Posted By senkusha
Re: FAKK2 import plugin for MS3D - ALMOST!

calzador:

That's a silly thing to fuss over, but it's fixed.
1)Either redownload the script or

2)edit the script like this:

BEFORE:
Forum: Heavy Metal FAKK2 06-06-2004, 04:35 PM
Replies: 46
Views: 6,035
Posted By senkusha
Re: FAKK2 import plugin for MS3D - ALMOST!

The scripts are 100% text. There is alot to learn from them, but they are mainly an exercise in max scripting and not reading the EF2 files.


Are you talking about the viewer I showed several...
Forum: Heavy Metal FAKK2 06-03-2004, 01:42 PM
Replies: 46
Views: 6,035
Posted By senkusha
Re: FAKK2 import plugin for MS3D - ALMOST!

I wrote a set of scripts for max a while back which import .tan files as well as .skb/.ska. Right now only the .tan importer works though. When I upgraded to Max to 5.1, something broke in the...
Forum: Heavy Metal FAKK2 05-27-2004, 07:59 PM
Replies: 46
Views: 6,035
Posted By senkusha
Re: FAKK2 import plugin for MS3D - ALMOST!

How are you getting the rotations now? The rotations in the animation files are stored as quaternions. Are you converting them properly to Euler values?

neil
Forum: EF2 Editing Forum 05-17-2004, 04:22 PM
Replies: 14
Views: 1,063
Posted By senkusha
Re: 3D Studio Max 6.0.0.56

That still won't solve the problem of the plugins not working in Max 6. I've asked before and I'll ask the question again. Is there any way for the source code of the plugins to be released. Or...
Showing results 1 to 25 of 113

 
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