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Author Topic: Venom mod version 1.2 (Z) (added tail for Thunderbolts)  (Read 122656 times)

Offline Dark_Mark

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By the way, what do you think of the new one as compared with the previous version? :)
« Last Edit: February 14, 2008, 04:27pm by Dark_Mark »
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Zedja
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Hey Dark_Mark!

well, the meshes freezed the game, most likely, because the texture are 1024x1024, and the mannequins didn't freezed the game, but they are invisible.

toxin mannequin is only 128x128, so we still don't know which is the texture's size limit for the xbox.

Offline Teancum
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An invisible mannequin means the game can't read the file (so it's the same thing as a freeze up on an animated model)

I guess I should've stated that the Xbox probably shouldn't have larger than 256x256 textures (DXT3 of course).  Iammingy might also have his export settings different that Dark_Mark.  So if downgrading the textures doesn't work then you might check to see if your export settings match.
« Last Edit: February 14, 2008, 04:58pm by Teancum »

Offline iammingy

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I don't really have any special settings for export; I have everything on default (Blinn shader, etc.). I just change the DDS textures from DXT1 to DXT3.

As for the tongue, it looks great! It's better (firmer) than the previous version! :venom:

Offline Dark_Mark

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well, the meshes freezed the game, most likely, because the texture are 1024x1024, and the mannequins didn't freezed the game, but they are invisible.
That's strange. I am absolutely sure that I resized all the textures so that none was larger than 512x512 and changed them to DXT3 :scratchhead: Maybe the models are too complex?
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Offline Teancum
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Possibly, I dunno.  Just for kicks and giggles try exporting the mannequin with 128x128 textures.  We know that size works for sure.

Zedja
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Oh, Dark_Mark, i'm really sorry, but i thought that Venom's texture was 1024x1024, but i only noticed right now that it is 512x512, his texture looks all the same, so i got a little confused.

Teancum, i checked right now and Gambit's mannequin is 256x256, and it worked on the xbox.

so this means that 256x256 is the limit, and it is a little bit obvious since all IGBs on the XBOX are 256x256, but for the boltons, any settings seems to work, even DXT1 and 512x512.


Offline Teancum
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Sweet, well that means we've got the two missing mannequins.

I'm still thinking it's the default export settings that matter.

Offline iammingy

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I'm still thinking it's the default export settings that matter.

How about I export the She-Hulk mannequin I "made" with DXT3 textures? I think the texture used was 1024x1024... Or Dark_Mark can export his Sabretooth/Doom mannequin again with DXT3 textures.

venomous
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Re: *FINAL(?)* Venom model released! (v3.7) (TONGUE FIXED)
« Reply #144 on: April 10, 2008, 01:15am »
will be new skins?

Offline Dark_Mark

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Re: *FINAL(?)* Venom model released! (v3.7) (TONGUE FIXED)
« Reply #145 on: April 10, 2008, 05:02am »
No, I'm not planning on making any new Venom skins in the near future, but iammingy has done some good reskins of my models. You can get them either from his topic (with old version of the tongue) or the Official Characters pack.
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Offline Dark_Mark

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Re: *FINAL(?)* Venom model released! (v3.7) (TONGUE FIXED)
« Reply #146 on: May 08, 2008, 02:09pm »
404 Not Found for this one. Thank you for the effort anyway ;)
« Last Edit: May 08, 2008, 02:18pm by Dark_Mark »
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Offline Teancum
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Re: *FINAL(?)* Venom model released! (v3.7) (TONGUE FIXED)
« Reply #147 on: May 08, 2008, 02:28pm »
Fixed the link.  Thanks for pointing that out

Offline Dark_Mark

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Re: *FINAL(?)* Venom model released! (v3.7) (TONGUE FIXED)
« Reply #148 on: May 08, 2008, 02:33pm »
Thank you again. By the way, your responses are very quick. How do you manage to do that?
« Last Edit: May 08, 2008, 02:50pm by Dark_Mark »
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Offline Teancum
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Re: *FINAL(?)* Venom model released! (v3.7) (TONGUE FIXED)
« Reply #149 on: May 08, 2008, 08:17pm »
I have dual monitors at work, so when I'm compiling a program I look around websites on my other monitor :P