[Tool] Flummery v0.3.7.5
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- kill boss
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[Tool] Flummery v0.3.7.5
Stop what you are doing. I was stupidly using an old version of the FBX Export.
I just had time today to read thru the rest of the thread.
Stupid me. It works fine. Sorry for wasting your time.
Now all I gotta do is find a way to attach the image file :)
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
As far as I know Errol has got as far as stitching the VT together too, though he hadn't committed his code to his git repository yet.
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- kill boss
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[Tool] Flummery v0.3.7.5
No error message at all now.
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- driver
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[Tool] Flummery v0.3.7.5
I'm willing to learn from you; teach me well, 'Masters'... Please be patient with me!
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[Tool] Flummery v0.3.7.5
While you are bored you might want to try what I am doing. I made a separate folder holding all the CR files in it for modding. Then I "extracted" all the ZADS I could to learn the file structures and such. This includes for example making Text files of the LOL files. This way you could knock down each hurdle one by one.
Now you COULD also go to the student section of 3DSMax and tell them you are a student and download their 3DSMax software for free. PS everyone is a student.
Make models using the PNG image format as textures.
Then start learning that to maybe someday get your models into the game once they are ready, There is a ton of free student software.
http://www.autodesk.com/education/free-software/3ds-max
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- driver
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[Tool] Flummery v0.3.7.5
This is helpful; thanks! I was kind of shying away from 3ds max; but... (Didn't know about the student license!)starbuck wrote:I started learning how to use it for CR but then got distracted and am using it now to make ACT DAT and MAT files for Carmageddon 2.While you are bored you might want to try what I am doing. I made a separate folder holding all the CR files in it for modding. Then I "extracted" all the ZADS I could to learn the file structures and such. This includes for example making Text files of the LOL files. This way you could knock down each hurdle one by one.
Now you COULD also go to the student section of 3DSMax and tell them you are a student and download their 3DSMax software for free. PS everyone is a student.
Make models using the PNG image format as textures.
Then start learning that to maybe someday get your models into the game once they are ready, There is a ton of free student software.
Is it absolutely necessary? Can I make mods without it?
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
Then about 4 years ago the student versions came out a month after they said they would never have them.
Considering texture placement etc. Its really easy. Plus I have had the 2010 Student version for almost 5 years and it hasnt taken away the free license yet.
Besides its FREE :)
I use Paintshop pro and 3DSMax. of course Paintshop I had to pay for years ago but it still works.
PS Max 2.0 and 3.1 are free as well , available on one of the popular Carmageddon sites. It has the name "RR2000" or something. The publishers who made those no longer have the rights to them and 2.0 also has Carmageddon 2 exporters along with them.
EDIT Its especially good cause you can get Trents MaxScript code to use in it but THAT is very complicated for me to use.
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[Tool] Flummery v0.3.7.5
So looks like I got a new converter for Plaything2 instead of BeMax. Later to test it and see if it pre- processes by adding a glass wall and textures that produce pedestrains. Even if it doesnt it still looks like a LOT easier way to do it than before..
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[Tool] Flummery v0.3.7.5
If I were to... import the original hawk; maybe the eagle from Carmageddon; would anyone know how to set that up? I'm just aiming for a little more simplistic model to start with, I may just skin one of the existing cars...
I know that Trent is kind of already doing this; but as I have said:
I am just a bit impatient; I always have been. I apologize for that; but how will I learn?
(Starbuck; you've seen it in my CarMODgeddon thread!)
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[Tool] Flummery v0.3.7.5
I tried taking one of my old maps from C2 and importing the FBX file into Flummery and the models parts were placed in odd places around the screen.
I basically made the letters "TO" to find out which directrions the file would show up in Plaything2 so I could just rotate it properly in max beforehand.
The FBX file opened up properly in MAX 2015.
So what is wrong is Flummery glitching ? Its the precompiled version of Flummery, made it in the 2015 version of Max.
Located here unless anyone wants a different site.
http://s000.tinyupload.com/?file_id=05378720712002593350
In the meantime I will try to find version 7.4 of the plugin and post any updates in THIS post if no one responds.
BTW this also happened to my original map file where a quite a few sections were rotated incorrectly.
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[Tool] Flummery v0.3.7.5
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- motorised death
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
It looks like either the export out of 3dsmax went wrong, or zmodeler doesn't have the same co-ordinate system, the parts are all backwards and all over the place.hazardic wrote:nope didn't work well, after importing 3ds model just exploded and besides hasn't smoothed at all despite cnt was exported into fbx with fully assembled model
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
Does my stuff look outdated, barebones and just plain bad? :PMy friend, it is the year 2015, zmodeler is waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaay outdated, barebones, and just plain bad, please use something newer, there are vastly, VASTLY superior alternatives, even free ones.
It's what I use to do most of the fundamental construction work & UV mapping on all my models. There is a beauty in its simplicity, no convoluted interfaces with 50+ ways of doing the same thing, It's great for fundamental work and that's it.
3dsmax then steps in to fill in the gaps that Zmod can't fill (vertex colours, lighting, rendering/AO/Baking, etc). I personally prefer to have full control over exactly where the triangles go in my models and not rely on any algorithms or automation to do my work for me, that's my personal preference :)
Twitter Manifestation. - Mods for Max Damage.
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[Tool] Flummery v0.3.7.5
Wh...what about raytracing, have you never wanted to taste the wonderful photorealism that a properly-lit raytraced scene gives?
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[Tool] Flummery v0.3.7.5
He already mentioned that.fatcat wrote:Did you know that you can render textures to have ambient occlusion on them to look more realistic ingame from the get go?Wh...what about raytracing, have you never wanted to taste the wonderful photorealism that a properly-lit raytraced scene gives?
Preference is preference.Mad Mike wrote:3dsmax then steps in to fill in the gaps that Zmod can't fill (vertex colours, lighting, rendering/AO/Baking, etc)
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[Tool] Flummery v0.3.7.5
As I said previously, 3dsMax steps in to fill the blanks/gaps with lighting, rendering, AO etc.Fair enough but man, how will you make a complex-enough mesh for crushing to look good, by making hundreds upon hundreds of tiny dots that you painstakingly align? Do you know that other modelling suites can do smooth shapes much faster and more efficiently? What about using a brush tool to flatten smooth surfaces out, this doesnt sound good to you? You'd really rather copy a dot, place it, then fill in a "single" triangle?
You don't create meshes in Zmod only through drawing splines in the shape of a single triangle, then filling it and copying it over and over, that is ghastly, inefficient and not how I do it. Start with a primitive (usually a plane or box), then cut in the geometry required. It's great for fundamental work and that's it. I'm not claiming that it's great for anything else, it's a simple tool, I use it to the peak of it's effectiveness, and then move over to max to polish off (SG, AO, etc).
With regards to doubts over mesh complexity, I direct you to everything I've ever built. I put the vert's exactly where I want them to be to define the shape & make at exactly as smooth as I want, I don't like the idea of letting an automated process do that.
As I said previously, "3dsmax then steps in to fill in the gaps that Zmod can't fill (vertex colours, lighting, rendering/AO/Baking, etc)."Did you know that quads exist and that they're magnificient? Did you know that you can render textures to have ambient occlusion on them to look more realistic ingame from the get go?Wh...what about raytracing, have you never wanted to taste the wonderful photorealism that a properly-lit raytraced scene gives? Zmod cant really do those things...
As for quads, yes I know they exist and with most complex shapes - you're likely to end up with a triangle or two somewhere, and from my POV, there's no point of building a model out of both.
As Alex has Ninja posted me, It's just my preference. :)
Twitter Manifestation. - Mods for Max Damage.
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- Toxic Ranger
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[Tool] Flummery v0.3.7.5
FBX Import: Correctly imports UVs, handles FBX files from Visual Studio 2013
Tools > General > TDX Convertor: Various improvements
Improved handling of UV2 channel. Fixes issues with certain materials.
Save As... > Carmageddon Reincarnation > Vehicle: Dialog tidied up and fixed the generated vehicle_setup.cfg file
Added support for different node types. While this is mostly under-the-hood at the moment there is a fancy Light widget to fiddle with stock lights.
Vastly reduced memory consumption when loading levels.
Correctly generate tri-strips when saving MDL files
Overhauled the right-hand panel to use contextual widgets. These can be rolled-up by clicking the headers.
Far too many minor improvements to list
Repackaged the exe so you don't have to worry about all those weird dlls.
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
Changelog:
* FBX Import: Materials are no longer created multiple times
* FBX Export: Meshes following null nodes now export as expected
* FBX Export: Null nodes now export at all
* MDL Export: Meshes are split into MaterialGroups, optimised and tested for non-manifold properties automatically
* Object > Rename: No longer causes odd node names in the overview
* Object > Data > Add/Change Type: You can now change node types on the fly
* Save as > Vehicle: Improvements to the look and feel of this dialog
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[Tool] Flummery v0.3.7.5
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[Tool] Flummery v0.3.7.5
Now I am going to say that statement throughout the whole game "Take it all baby" "Do I make you feel randy ?" "There goes something up your tail pipe"AlexTSK wrote:Smashing baby!
"* FBX Export: Null nodes now export at all" (typo ?)
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[Tool] Flummery v0.3.7.5
edit:
Running a little behind where I wanted to be so I thought I'd tease the next release...
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- kill boss
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[Tool] Flummery v0.3.7.5
Oh sorry thought you posted the program already :)