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Old 09-18-08, 02:55 AM   #61
Tomi_099
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Quote:
Originally Posted by privateer
Quote:
Originally Posted by Rockin Robbins
Color me a convert! Privateer, my hat is off to you for helping when you have so much to do yourself.

I'm not sure what that color is!!

Yes, I have a lot of 'Iron's in the Fire' so to speak.
But I do try to offer assistance when I can.
And now that the 'Family Situation' is concluded?

I need to get busy on alot of things.

:rotfl:
.................................................. ....
Hello Privateer,

No problem we have time.
The real life is more difficult than a game to master.
And your priority lies in the momemt in your family.

And your help (proposal) is always welcome at any time
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Old 09-18-08, 05:28 AM   #62
Tomi_099
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Default Tombreider I

So this is true my first test but the result is not overwhelming.

You think that was a Tombreider I - GAME when i was wail in the torpedo room.

Well !!!. I think we still need to do something.
It was now only the illumination Added.

??? :hmm:
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Old 09-18-08, 05:56 AM   #63
bratwurstdimsum
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I like it, the previous colour was White, this is better when compared to that
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The convoy lights are dead ahead
The merchantmen lay in their bed
The thump of diesels hammers down
In the oily sea-the killing ground
His knuckles white his eyes alight
He slams the hatch on the deadly night
A cunning fox in the chickens lair
A hound of hell and the devil dont care

-Iron Maiden
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Old 09-18-08, 07:14 AM   #64
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Amazing how the progress is going on this project
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Kriller2.
[MODs]

Real Environment mod

and Pacific Enviroments 4 mod
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Old 09-18-08, 08:35 AM   #65
Tomi_099
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Quote:
Originally Posted by Mikhayl
Tomi, the lightmap doesn't show in your ingame screenshots that's why it doesn't look so good. When you have the second channel done, you also need a texture for it, like this :


The "Common_Int_01.tga" in the material at index #3 is the name of the diffuse texture (1st channel) and "Gato_CR_LM1_LightMap.tga" is the name of the lightmap texture (2nd channel) attached to this material.
You need to pick a "selfillu" chunk in another dat, import it in your typeII interior.dat and attach it to a material. Then give it a name like "bulkhead_O01.tga" and place the lightmap texture rendered by 3dsmax in your data/textures/tnormal/tex/ folder.
..............................................

Hmm !!:hmm:

I saw this picture ( little Lamp ) in the TGA File Folder
and i Imported that all so .
I gave them the name mod_5 ( Like my TGA Picture Name by my TGA- FOLDER )
…. What effect has this in the TGA folder???
So I think hire is the name all so important.:hmm:
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Old 09-18-08, 08:56 AM   #66
Tomi_099
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Quote:
Originally Posted by bratwurstdimsum
I like it, the previous colour was White, this is better when compared to that

Yes that’s right all option are open, end we well test it then before we go next step!!
But we still have the best optics Finding no to aggression in a U-boat to get.
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Old 09-19-08, 07:04 AM   #67
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Default Meny Thenks !!

I'll play it! and verify … …..Meny Thenks !!!.

Yesterday I was annoyed that I UVW what I MentalRay pretends not define themselves,

But I must always take what purports to me MentalRay

As you've seen these little rounds arc too small , because go to the maximum 2Pixel prepare the round arc. .. I minn thet > #63 ( Picture on the Top )


Whenever I build Bigger the arc and had made the UVW redefined
So the whole object Bigger had made and saved had ea Mental ray
back and I had again as the small circles on top of the picture.


I'm not quite sure whether today I've found the solution,
but I think it is from - Auto Unwrap click to Use Existing - I believe that the solution.:hmm:
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Old 09-19-08, 07:57 AM   #68
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Quote:
Originally Posted by Mikhayl
Quote:
Originally Posted by Tomi_099
...
I'm not quite sure whether today I've found the solution, but I think it is from - A Auto Unwrap click to Use Existing - I believe that the solution.:hmm:
Yes that's right, the "auto unwrap" isn't always good. You can do it yourself using a simple uvw unwrap modifier, collapse it, and then in the "render to texture" menu choose "use existing channel"
Yes. That way the lightmap will be same like the UV layout. That results a perfect match. I tried this out yesterday on my bed <---- (EDIT: my in game bed not the real one) and it was beautiful

Great work. Cant wait to get to run around in the torpedo room like a little child in a candy store
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Old 09-19-08, 08:15 AM   #69
Tomi_099
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Default Rendern !!

It is possible for 3D Max on render with MentalRay ( Occlusion) and then to seve to- DDS File
However, a menu bar where I was the right thing DDS setting does not know?

I know that there is something with X3 or X5 (option can choose)
as what option you have dan ( render ) ?
and what is the best quality to do them ???? (I do not mean UVW) :hmm:

I appreciate the evidence !!
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Old 09-19-08, 10:06 AM   #70
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TGA works, but DDS is the way to go. Not only is the filesize smaller, DirectX can handle them in an optimized way, increasing loading times and reduced GFX memory.

While testing, go for TGA. When releasing to the public, simply convert them all to DDS and drop the TGA's. No need to alter anything (unless you use embedded textures)
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Old 09-19-08, 03:47 PM   #71
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Default Ich habe den Bogen heraus !!

Ich habe es ... Juhuuuu ...wie es geht !!!
es ist etwas übung angesagt.. aber man kriegt den Bogen rauss !!!

Thats English translate from Yahoo !!

I have it… Juhuuuu… like it go!!!
it is announced something exercise.
but one gets the sheet rauss!!!
((Haaa..Haaa !!! ))

Something exercise already needs one!!
























Look thet is no posibel !! ( the Strips are only in the middel correct) .


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Old 09-19-08, 04:10 PM   #72
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Yeah, nice job man !!

This project looks like it's almost finished !
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Old 09-19-08, 05:46 PM   #73
Gunney
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Quote:
Originally Posted by Tomi_099
.................................................. .................................................. ...........
It would be great to just be able to walk in there. That should motivate someone.
.................................................. .................................................. .............


walk ..and ..walk... in there .. !!










BOOMM ..BOOOM..!!! Konsole



BOOMM ..BOOOM..!!! Konsole
( New Textur )

.
.
.
.
Well, i may be able to do the engine room for the IXd2, id do the XVIII, but have no idea of who that room would look, pm me if i should do the model for it
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Old 09-20-08, 10:40 AM   #74
Tomi_099
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Hay Gunney !!

Let's go slow approach and the fact that only quit
hort engine room is very interesting, but let us finish this first!
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Old 09-20-08, 10:47 AM   #75
Tomi_099
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Default Best result for todey !!













and a little sharpen - with more structure, and a little brighter








I think we can leave and so the smaller object to go, I think that was now also the most difficult part because it represents the overall picture.
....It was also my 13 trial!





.
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