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Re: [Models] New created Models..
Posted: Tue Feb 19, 2013 3:09 am
by Skuggasveinn
This is spectacular

!!!!!!!!!!!
Fantastic work Germanny
Re: [Models] New created Models..
Posted: Tue Feb 19, 2013 4:01 am
by Grimfan
This is indeed brilliant work germanny.
I especially like the broken wall. I don't think anyone else has a broken wall opening that I can think of. This wallset will see a lot of use by modders I can tell you that. In fact it's already become one of my favorites and it's not even out yet!

Re: [Models] New created Models..
Posted: Tue Feb 19, 2013 4:13 am
by Neikun
Actually Skugg's, the poster above you created a breakable dungeon wall some time ago.
I think it's included in his Flooded Dungeon

Re: [Models] New created Models..
Posted: Tue Feb 19, 2013 11:39 am
by germanny
Skuggasveinn wrote:This is spectacular

!!!!!!!!!!!
Fantastic work Germanny
Thx, AFAIK the idea and first appearance are from you, Skuggasveinn

Re: [Models] New created Models..
Posted: Tue Feb 19, 2013 1:57 pm
by Neikun
Skuggasveinn DEC 22 wrote:germanny wrote:
Design OK?
No , Design is GREAT
Skuggasveinn.

Re: [Models] New created Models..
Posted: Wed Feb 20, 2013 11:25 pm
by comscript
hi Germanny,
good work
Animation capsule problem
is this related with ?
in the Asset Definition Reference
Monster:
capsuleHeight: the height of the capsule used for placing hit particle effects.
capsuleRadius: the radius of the capsule used for placing hit particle effects.
Re: [Models] New created Models..
Posted: Wed Feb 20, 2013 11:52 pm
by Neikun
Do you mean that you have a custom monster that is lacking a node called capsule?
If so as far as I know, simply adding a node named capsule in GMT will take care of this error.
Re: [Models] New created Models..
Posted: Thu Feb 21, 2013 12:09 am
by comscript
From Germanny
But i have a question, there is missing a 'capsule' object. Is this the name for the armature itself, or what is it?
A special from maya or max?
My nodes are named with 'armature'.
I was talking about this question.

Re: [Models] New created Models..
Posted: Thu Feb 21, 2013 1:04 am
by germanny
comscript wrote:hi Germanny,
good work
Animation capsule problem
is this related with ?
in the Asset Definition Reference
Monster:
capsuleHeight: the height of the capsule used for placing hit particle effects.
capsuleRadius: the radius of the capsule used for placing hit particle effects.
Good point comscript, thx!
Didn“t read that^^ For my monster model i made a bone with name capsule, and the error message was gone.
But it seems important, so i have to implement a real capsule object - or weight-painting areas to that bone that should interfere with particles.
Will test that.
BTW, comscript - the dm-wallset is reeeally close to 'production', the only things i have not build for basic function yet are DM specific, the amalgam socket and VI altar.
(beside all those items and monsters^^)
I promise you will the be first , for your 'back into the dungeon''^^
I decided to work out my own ideas ater i finish the set, and it will be a loose sequel to dm.
This includes further work on item assets, monsters for dm and complete all other stuff related.
Goal: 2014^^ and inbetween some updates to the set

Re: [Models] New created Models..
Posted: Thu Feb 21, 2013 1:47 am
by germanny
Just want to mention that all assets used here are build from scratch, no texture, no model is from other sources.
This is not for scripts or ideas used *g* (if exists).
Well. It is a wallset.