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Re: Pandemic xsi addon

Posted: Thu May 16, 2013 3:11 pm
by tirpider
There are a lot of improved models in that test level. (lacking skeletons, as mentioned before.)

I'm seeing models with regular geometry where cloth used to be, like Tatooine Luke, and the dreadlocks on the Wookie Warrior.

To me, that's a signifigant improvment. I hope he finds a way to get them rigged. My little hacks for replacing cloth don't work too well.

Re: Pandemic xsi addon

Posted: Thu May 16, 2013 3:44 pm
by AceMastermind
I'm not really seeing an improvement. Geometry is geometry, the process for designating geometry as cloth in the msh doesn't change. If you want to run around ingame with these characters all you need is XSI, the unit template and a msh export plugin. I'm looking forward to see what other goodies psych0fred has in store. 8)

Re: Pandemic xsi addon

Posted: Fri May 17, 2013 11:22 am
by Teancum
tirpider wrote:There are a lot of improved models in that test level. (lacking skeletons, as mentioned before.)

I'm seeing models with regular geometry where cloth used to be, like Tatooine Luke, and the dreadlocks on the Wookie Warrior.

To me, that's a signifigant improvment. I hope he finds a way to get them rigged. My little hacks for replacing cloth don't work too well.
Are they not in their T-pose? If so the community can just rig them.

Re: Pandemic xsi addon

Posted: Fri May 17, 2013 6:50 pm
by tirpider
That's what I'm thinking, but since they are in a master's test level, I would assume he has specific plans for them...

I'm not familiar with community conventions enough to assume it's ok to pull stuff out of other folks test levels and start developing at it without causing offense.