Content
[Vintage ZEQ2] Super Buu
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Zeth The Admin |
Saturday, September 25, 2010This thread is part of a series of threads that will focus on giving very old (2003-2004) vintage ZEQ2 content to the public for editing, enhancement, animating, exporting to ZEQ2-lite, and any degree of use inbetween in their own creations (provided derivative works are accredited).
Date : April 4, 2004
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Zaneo |
Saturday, September 25, 2010yeah, more vintage stuff! by the way why didn't you add these to zeq2lite? |
Shenku RiO Incarnate |
Saturday, September 25, 2010Zaneo wrote : yeah, more vintage stuff! by the way why didn't you add these to zeq2lite?
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Zeth The Admin |
Saturday, September 25, 2010First off, you have to realize the age on these things. Some are almost 6-7 years old now! ZEQ2-lite (while derived from the Quake 3 version of ZEQ2) has changed structure and format quite a bit since then. So even if they were exported on the build back then, they'd need to be re-exported to match the current codebase.
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Malek |
Thursday, September 30, 2010I used extra assets of Goku on this Buu and animations works perfectly for him, what to do next ?
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Zeth The Admin |
Thursday, September 30, 2010I used extra assets of Goku on this Buu and animations works perfectly for him, what to do next ?
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AnTycrisT RocksTar |
Thursday, September 30, 2010Malek wrote : I used extra assets of Goku on this Buu and animations works perfectly for him, what to do next ?
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emi_a_96 |
Thursday, September 30, 2010I used extra assets of Goku on this Buu and animations works perfectly for him, what to do next ?
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Malek |
Friday, October 01, 2010he's already separated into three parts : head,body,lower but I need to know what's tag,tag_weapon and tag_floor (what are tags anyway ?) sorry I'm using 3ds max 2010 so I'm new to it... |
Zeth The Admin |
Friday, October 01, 20103dsmax 2010 MD3 Exporter
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Malek |
Friday, October 01, 2010Thank you , it helped a lot , but still I can't edit animations... I've checked the figure mode its turned off on the biped |
Malek |
Friday, October 01, 2010Sorry for double post but:
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Zaneo |
Friday, October 01, 2010Zeth wrote : 3dsmax 2010 MD3 Exporter
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Dokumas Jamaicabronx |
Friday, October 01, 2010Good job malek |
Malek |
Saturday, October 02, 2010Zaneo wrote :Zeth wrote : 3dsmax 2010 MD3 Exporter
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Malek |
Sunday, October 03, 2010After so much work, this is the stuff I get
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medoxas |
Sunday, October 03, 2010How do you get him in game?! |
Malek |
Saturday, October 16, 2010I didn't gave up at all:
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Djosama |
Friday, November 12, 2010I like how you do those insane a$$ models Zeth!
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TheXenon |
Friday, November 12, 2010Djosama wrote : I like how you do those insane a$$ models Zeth!
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Djosama |
Friday, November 12, 2010I know now. I always thought Zeth was creating those vintage models.[I fail to pay attention to important text] sadly I found that out after I posted that. |
Zeth The Admin |
Saturday, November 13, 2010Either your texture blend mode is set weird in the shader, you have an alpha channel in your texture for some reason, or you have your normals reversed/flipped on the model/torso. |
Malek |
Saturday, November 13, 2010For some strange reason, it didn't happen for any other vintage, maybe its was already like that in the max file ? I already found that Bip01 Head wasn't attached to the head model, but that was easy to fix that, thanks for pointing that out |
Buksna Blaizing |
Sunday, November 14, 2010From what I see polygons are flipped
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medoxas |
Monday, November 15, 2010^^ |