I saw this on a TV show called Brain Games and thought it would be fun to try
http://www.mediafire.com/download/zdh4sdtk2e0yux9/TestExAmesRoom.rar
Its my usual TestExperiments age Prefix 2010 where I test all the weird stuff
matthornb wrote:Early next week I expect to post a bunch of new video preview material online, related to Sevkor, and late next week I will be packing all the files and sending them to you, Karkadann. I am trying to figure out the best way to take a (complex!) Blender scene and somehow port it all to a form that you can open in 3ds max. I would love it if there were some way for you to open it as is, more or less, without having to reapply each of 250+ texture images one at a time to the corresponding surfaces. But I fear there may be no way to avoid that process. This is a big age, it is currently approx. 100,000 polys including the separate collision model, and the texture maps are about 90-95 MB total, though I do also have an alternate version working on my PC, which I am referring to as Sevkor HD - that one has over 250 MB in texture assets, same textures but larger, the ones in the 95 MB version were all either resized to half or one fourth the pixel resolution of the original texture maps.
Deledrius wrote:If you don't mind my asking, what is it that you'll be doing in Max that justifies so much extra work?
Karkadann wrote:Deledrius wrote:If you don't mind my asking, what is it that you'll be doing in Max that justifies so much extra work?
Perhaps the same thing that justifies climbing a mountain, its a challenge.
Karkadann wrote:@Matt: I have been messing around with DAE files and they seem to work rather well, as elaborate as the structure I was experimenting with is the textures seemed to go on flawlessly.
Does blender has a COLLADA (DAE) export option?
Deledrius wrote:If you don't mind my asking, what is it that you'll be doing in Max that justifies so much extra work?
Ainia wrote:Deledrius wrote:If you don't mind my asking, what is it that you'll be doing in Max that justifies so much extra work?
I was under the impression that this Age was hoped to be a fan-made contribution to MOULa, intended as a repository and Nexus-like Age for fan-made content some day. The concept, and later Sevkor itself, was discussed and developed here exhaustively over the course of a year. The thread is a very long read but also very interesting (for those of you who haven't seen it before).
Christopher wrote:@Deledrius: If I remember the thread Ainia linked correctly, the main problem is that they didn't find a way to transfer the blend file over to 3ds Max without losing every texture on the mesh. I am not familiar with porting files from Blender to Max, so I don't know if there are tools or something to do it...
Deledrius wrote:That sounds like a good reason to export it directly from Blender. I'm assuming there's some necessary work being done in Max that matthorn can't do in Blender? There aren't any tools to convert to Max because 3DS Max uses proprietary formats natively that Blender has no knowledge of. However, since Ages exported from Blender can be directly converted to work on MOULa-version shards, such a conversion is usually unnecessary.
Deledrius wrote: It looks very confusing from the outside.
Karkadann wrote:Not knowing much about blender I was unaware of the export option for MOULa-version shards
Karkadann wrote:is their any chance in getting Relativity exported for one of the MOULa shards?
Karkadann wrote:Also If Sevkor can be exported from Blender for a MOULa shard, is their someone with such a shard that help test Sevkor?
Karkadann wrote:Cuz I can add the physics as far as walls, floors, sitting regions, kickables ext, ext, to the mesh and texture but I have no idea how to add the linking books
Karkadann wrote:in addition I am wondering is their any additional Fan Ages in the works. It would be a shame to have a fan age library with no fan ages to add to it.
Karkadann wrote:Deledrius wrote: It looks very confusing from the outside.
Its just as confusing from the inside
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