I've got to say thank you so much, Adam Johnson, for such an exciting and outstanding toolset. Korman has enormous potential to revolutionize Uru content creation, and indeed is already starting to.
While I found many of the features of Korman explained well in the docs, and while almost every part ...
Search found 53 matches
- Tue Jan 08, 2019 1:38 pm
- Forum: Building
- Topic: Korman: wanted features
- Replies: 85
- Views: 63712
- Fri Feb 28, 2014 5:42 pm
- Forum: Building
- Topic: Anyone Remember The Ames Room Illusion
- Replies: 19
- Views: 12277
Re: Anyone Remember The Ames Room Illusion
Actually, I think it's very likely that Cyan Worlds has a newer 3d-animation solution than 3ds Max 7, for use on RM:ME, Obduction, etc, but you're right that it looks like they're still using Max 7 for anything output to URU.
And yes, Cyan wants to have the .max scene files. That's one reason for ...
And yes, Cyan wants to have the .max scene files. That's one reason for ...
- Wed Feb 26, 2014 1:33 pm
- Forum: Building
- Topic: Anyone Remember The Ames Room Illusion
- Replies: 19
- Views: 12277
Re: Anyone Remember The Ames Room Illusion
Yes, I'm familiar with that illusion, it is one of several perspective illusions that were included in the designs for D'ni Temple: Area Two, along with some trompe d'loeil and forced perspective illusions.
I wanted to mess with players' heads a bit, such that they walk into a space and from the ...
I wanted to mess with players' heads a bit, such that they walk into a space and from the ...
- Sun Jan 26, 2014 4:23 pm
- Forum: Building
- Topic: Poll: 3ds Max Versions
- Replies: 19
- Views: 14428
Re: Poll: 3ds Max Versions
Yeah, I figured as much.
I recognize that coding any kind of Uru exporter is an enormously difficult task, and it'll be a huge challenge to find anyone with the skill and time to pull it off, especially within this small fanbase.
Thanks though for at least making an effort.
I recognize that coding any kind of Uru exporter is an enormously difficult task, and it'll be a huge challenge to find anyone with the skill and time to pull it off, especially within this small fanbase.
Thanks though for at least making an effort.
- Sat Jan 25, 2014 4:19 pm
- Forum: Building
- Topic: Poll: 3ds Max Versions
- Replies: 19
- Views: 14428
Re: Poll: 3ds Max Versions
I have a question: What about the current cutting-edge version of 3ds max?
Can we conceivably support that?
I'm asking because Autodesk has recently introduced a subscription plan for 3ds max. Sort of like Adobe and Creative Cloud.
It is $195.00 for a single month, $575.00 for a three-month span ...
Can we conceivably support that?
I'm asking because Autodesk has recently introduced a subscription plan for 3ds max. Sort of like Adobe and Creative Cloud.
It is $195.00 for a single month, $575.00 for a three-month span ...
- Tue Jul 30, 2013 10:15 am
- Forum: Building
- Topic: Objects with a flat gray surface?
- Replies: 14
- Views: 9441
Re: Objects with a flat gray surface?
I've switched out all the textures with PNGs and set all the textures to compress in DXT, and I'm compiling the age right now.
If this export works I should have a better-looking version of Sevkor, but I need to clean up the collision model still, because it's very rough and doesn't quite fit the ...
If this export works I should have a better-looking version of Sevkor, but I need to clean up the collision model still, because it's very rough and doesn't quite fit the ...
- Mon Jul 29, 2013 1:46 pm
- Forum: Building
- Topic: Objects with a flat gray surface?
- Replies: 14
- Views: 9441
Re: Objects with a flat gray surface?
This is the error I was ending up with that caused the compile to stop in its tracks:
ImportError: The _imaging C module is not installed
PNGs and JPGs wouldn't compile for me. They resulted in the above error.
The only image files that would work, were uncompressed TGAs, with mipmapping turned ...
ImportError: The _imaging C module is not installed
PNGs and JPGs wouldn't compile for me. They resulted in the above error.
The only image files that would work, were uncompressed TGAs, with mipmapping turned ...
- Sun Jul 28, 2013 1:22 pm
- Forum: Building
- Topic: Objects with a flat gray surface?
- Replies: 14
- Views: 9441
Re: Objects with a flat gray surface?
I think I have another possible explanation.
Firstly, I must note that the surfaces that are gray are truly random; the same compile, when loaded in Uru multiple times, will have different textures turned gray each time the world is loaded.
I had a theory that the problem was due to inadequate ...
Firstly, I must note that the surfaces that are gray are truly random; the same compile, when loaded in Uru multiple times, will have different textures turned gray each time the world is loaded.
I had a theory that the problem was due to inadequate ...
- Wed Jul 17, 2013 7:40 pm
- Forum: Building
- Topic: Objects with a flat gray surface?
- Replies: 14
- Views: 9441
Re: Objects with a flat gray surface?
Yes, I'm working in Blender. I have figured out that the textures turning out gray are doing so because there are multiple users of an image block.
This seems to be the cause of the problem.
This seems to be the cause of the problem.
- Wed Jul 17, 2013 11:31 am
- Forum: Building
- Topic: Objects with a flat gray surface?
- Replies: 14
- Views: 9441
Objects with a flat gray surface?
I'm testing Sevkor in Uru:CC for optimization reasons, and am running into a bug in which one or more objects turn out flat gray (untextured) when exported to Uru:CC.
This seems to be totally random, most objects look fine but usually two or three of them show up gray. The ones that are gray vary ...
This seems to be totally random, most objects look fine but usually two or three of them show up gray. The ones that are gray vary ...