Author Topic: NEW Meshes For MUA?YES Definitely!  (Read 51714 times)

Offline Noelemahc

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Re: NEW Meshes For MUA?YES Definitely!
« Reply #105 on: December 29, 2006, 12:28pm »
The 2.5 Alchemy we have may not support specular mapping. It wasn't as widespread as the two-and-a-bit years ago when this version was released. Remember, we're trying to work with a current-gen game using two-gens-ago technology :D

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

rubberdude

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Re: NEW Meshes For MUA?YES Definitely!
« Reply #106 on: December 31, 2006, 07:53pm »
great work

(off topic)
hey tommy what happen to the fr forum?

Offline thetommyboy2002

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Re: NEW Meshes For MUA?YES Definitely!
« Reply #107 on: January 11, 2007, 03:09pm »
Well, another five (or is it six) hours sorta wasted trying to get bump-maps to work.
I've now tried EVERY format that Photoshop will save in. Max wont even load half of them. The ones it does load give a CTD in the game.
The bleeding DDS format will not save as 8bit.
The bleeding alchemy exporters will not allow anything except 8bit.
Although I CAN export meshes with bumpmaps, they will not work within the game.

I've also failed at creating a new animation set.Totally.
So really not a good day for me. 

Offline thetommyboy2002

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Re: NEW Meshes For MUA?YES Definitely!
« Reply #108 on: January 12, 2007, 05:55pm »
Looking inside the Game.exe, I see that there is a specular map, a normal map and a diffuse map.
So no wonder I couldn't get bumpmaps to work in game.
Since I also know zero about normal maps, time to read up on them too.

Offline thetommyboy2002

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Re: NEW Meshes For MUA?YES Definitely!
« Reply #109 on: January 14, 2007, 11:44am »
Still no joy.
Today I tried a new tactic.
Because I can do an export with a .tga bumpmap, I did this. This on it's own would crash the game. So I took a normalmap.dds and inserted it into the igb in the classic way, thinking the result would be an igb with a DDS normal/bumpmap. And it is, but it also crashes the game.
If they'd just given a little bit more information in their so-called "help" file (like what *&^%ing format to save the bumpmap in), or if there were a way to ask the devs, I wouldn't be wasting my life on this...

Offline Noelemahc

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Re: NEW Meshes For MUA?YES Definitely!
« Reply #110 on: January 14, 2007, 12:44pm »
You can always ask the devs. The question is, WHO will you ask? Intrisinc is dead, Vicarious Visions have gone web-dead in July '06, and Activision would likely NOT reply. Raven's site hasn't been updated in millenia. Beenox just did the port. Talking to them will only cause problems as they would probably mind us finishing their job for them.

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline thetommyboy2002

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Re: NEW Meshes For MUA?YES Definitely!
« Reply #111 on: January 14, 2007, 12:58pm »
Yes, if there were a forum frequented by any of the dev team, I'd ask.
But I don't know of one.

Offline Noelemahc

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Re: NEW Meshes For MUA?YES Definitely!
« Reply #112 on: January 14, 2007, 09:53pm »
The official VIP forums don't have a PM function, or a profile one. And the devs had last appeared there before the game was even released, IIRC.

Crimson Dynamo says:
In Soviet Russia, the games mod YOU!

If anyone needs any art for icons or portraits, feel  free to ask, I'll see what I can do.

Offline Chimoru

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Re: NEW Meshes For MUA?YES Definitely!
« Reply #113 on: July 23, 2007, 09:59pm »
Great Jim Lee Cyclops!  But is there one that will work for XML2?