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I have a basic understanding of the animations in GR2 files.
Not enuff to do anything meaningful at the moment though. I probably/maybe can create a proper snorkel animation. One that rotates up out of the deck. :hmmm: But getting the proper animation your talking about is still a ways off for us. We could probably fall back and use the GR2 exporters other Games use but I have an issue with that. RAD did not approve that release and it also codes in 16 bit. I'll not chance pissing of the friends we have made with RAD at this point. |
will do, privateer. Sat/Sun I will send you the files.
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Yes, in fact I had a feeling that my reasoning was leading us to a blind alley... :shifty:
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No. It's not a blind alley. Just a dark alley for now.
If one gives up and says it can't be done? It never will get done. |
Privateer, any progress with my files? I hope yes :yep:.
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So... it means that PIFT won't release :06: |
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privateer was answering a question of mine, about the possibility of inporting animated meshes into GR2 format. Read here :yep: |
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I need to change a few lines in my code to avoid the hand editing. :doh: I also need to do some testing with TDW's GR2 program as to how it's handleing multipule subsets like you sent me. According to how meshes are built in a GR2 file? It's proper in the fact that all stats are dead on! |
sorry for the delay, privateer.
Unfortunately, for some reason, 3ds max is messing up the textures when exporting to OBJ file and than re-importing. I'm figuring this problem atm. Once again - sorry. |
Any news :06:
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Hey old friend
Hey there privateer, glad to see you haven't been keelhauled...yet:haha:
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:03: Been keelhauled. Didn't like it. Had to earn my way back in here at SubSim. :salute: Believe me when I say I am Honored to have this second chance for so long now! :yep: |
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