Jump to content
Korean Random

olix_vameshu

User
  • Content Count

    86
  • Joined

  • Last visited

  • Days Won

    5

Everything posted by olix_vameshu

  1. i don't realy know yet but i will try to see. Plus in the spaces of the version 0.9.0 finded some details with the enviroment sound. i will se there what is happening
  2. Hey guys! I have reassemble the old(but the goodest looking) hangar_premium_v2 (version 0.9.0) here are some shots, still need to fix some spot lights seems that doesn't appear, only omni lights appear and to add the environment sound. PS: shots are from game.
  3. @SkepticalFox how this work? like where you put it? Because this is very good I see for the old hangars space.
  4. Off topic! Does anyone of you have the archive with the 100 years hangar? That with a Mark I in backgroung? I need the Mark model and textures, i have searched all over and i have found nothin. i alleeady have one reworked mark I from GuP mod.don't know where to post, sorry. see link www.artstation.com/artwork/Nge6q
  5. Hello guys. First thank you for teaching some stuff and give us tools to create our own stuffs. Here is my 90% WIP hangar mod. It will be called Hangar 3.1 and will include old hangars all in same place, like hangar_v2 and hangar_premium_v2( I still wonder it to put also the retro premium hangar on it 0.8 versions i remember). So let se some unproffesional shot from hangar.
  6. has transparency, light is casting has also reflection if you set the gmm texture to a yellow color.till now is ok, still don't work with doubsided is visible only on the sun part.
  7. hey is there any shader that is like transparent glass? transparent not invisible. .... Sorry allreqdy find it.
  8. Yes does not read it, it convert the file like example.primitives intro example.primitives_processed after you finished the work(space). So if you want to put an object on the space you are editting you need to create an object like example.primitives. I use 3dsmax 2010. So, take your model who you want to put in the hangar, edit it in 3dsmax( but all the texture you have to put on the object need to be placed in folder of BW2.1 somwhere in res, like bigword/res/example/example.primitives or fantasydemo/res/example/example.primitives etc. after all texture are on object you can export it in the same folder with texture. then copy the files that you exported in world editor, but make same location path for seeing in in the editor, somewhere like resources_wg(this is like res)/example/example.primitives + .visual +.model +.visualsettings. afert that you can import them in editor. after you finish space and saved,then run compile_spaces.cmd, and you will find the file allready converted in folder WorldEditor_1.0.2\asset_pipeline\.jit\output\example.primitives_processed.it is not hard. it only take time, i have allready make the background tanks from hangar_v3 as hd tanks(original game models). i am working now at hangar v2 and premium.
  9. Hello guys. Sorry to disturb you and sorry that i don't speak russian. I, ve make some changes for hangar v3 whit this editor from you. also i got one big problem. The models are showing great and randomly, and refresh, new, after, battle (apear new ones or copies) camera will freeze and the button exterior of customize become unnavaliable. what i want is to not see that contour and not be selectable. If you know something please tell me. there is the space allready converted. spaces.rar
×
×
  • Create New...