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Aug 27 2009, 09:10 AM
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#21
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![]() Super Member ![]() ![]() ![]() ![]() Group: Developers Posts: 1,364 Joined: 11-April 08 From: Santiago, Chile Member No.: 4 |
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Aug 28 2009, 05:06 PM
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#22
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Member ![]() ![]() Group: Members Posts: 292 Joined: 24-July 09 From: Zenozoik Member No.: 750 |
A HL2 NPC in Zeno Clash?
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Aug 28 2009, 07:01 PM
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#23
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![]() Member ![]() ![]() Group: Members Posts: 195 Joined: 20-March 09 From: Australia Member No.: 283 |
Just the model.
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Aug 29 2009, 04:51 AM
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#24
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Member ![]() ![]() Group: Members Posts: 292 Joined: 24-July 09 From: Zenozoik Member No.: 750 |
Ok, this means we coudl create bosses for our own maps
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Aug 29 2009, 07:32 AM
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#25
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![]() Advanced Member ![]() ![]() ![]() Group: Members Posts: 654 Joined: 18-July 09 From: UK Member No.: 739 |
Something like the scanners would be cool.
-------------------- "I have taken care of the Penal Zone in a single stroke!"
"Poor word choice..." |
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Nov 15 2009, 01:34 AM
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#26
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![]() Newbie ![]() Group: Members Posts: 9 Joined: 2-October 09 From: United States Member No.: 901 |
In max make sure your only setting the "diffuse" layer to your texture paths and make sure your not using sub matirials which q3 does not surport.
You can only have one shader/texture on each object in the model and the exporter must find it in the folder that the model is exported to. Hopfully gmax will be the same... -------------------- |
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