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Old 10-09-09, 21:01   #41
*PH*
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that looks brilliant psiko!
when is ur game coming out? i saw videos on youtube and i love how it looks
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Old 11-09-09, 08:36   #42
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that looks brilliant psiko!
when is ur game coming out? i saw videos on youtube and i love how it looks
Ok, I'll try to answer but not going off topic
perhaps you may like to see this topic:
http://www.tombraiderforums.com/showthread.php?t=155337
it's where I presented a new project I am working on using meta2tr and 3dsmax as world editor there are 4 pictures of "making of" reports
My "Fables" project is now suspended, as it has a very good gameplay but it lacks a bit from the graphic side considering what it is possible to do nowadays with the new tools so it is a bit obsolete maybe I will come back editing it and re-newing it, maybe exactly with meta2tr, so that it could be not out of fashion anymore there were at least 4 or 5 levels ready I will decide when HyperSquare is finished thanks for your interest ^_________^

Last edited by psiko; 11-09-09 at 08:54. Reason: some spelling
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Old 11-09-09, 11:05   #43
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It looks lovely but are there any framerate issues?
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Old 11-09-09, 13:54   #44
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Quote:
Originally Posted by psiko View Post
My "Fables" project is now suspended, as it has a very good gameplay but it lacks a bit from the graphic side considering what it is possible to do nowadays with the new tools so it is a bit obsolete maybe I will come back editing it and re-newing it, maybe exactly with meta2tr, so that it could be not out of fashion anymore there were at least 4 or 5 levels ready I will decide when HyperSquare is finished thanks for your interest ^_________^
A bit offtopic: I donīt think Fables is out of fashion or obsolete by any means. Iīm sure, that it`ll be a masterpiece even without the use of meta2tr!
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Old 11-09-09, 17:58   #45
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Ditto
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Old 25-10-09, 11:20   #46
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Hi! I start to use Meta2Tr, but I don't want to use metasequoia as the 3Dprogram. I would prefer to use 3DSMax but I don't know how to export a meta file to a wavefront file (.obj)... CORRECTLY!
This is the options :


I ask especially to Psicho... and other
Thank you in advance
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Old 29-10-09, 20:46   #47
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this is all correct, for what I see... I check the "flip right and left" option both in the export either in the import. So inside 3dsmax I see the level as it will appear in game and in meta. So what is the problem? For what I see, you are trying to import inside 3dsmax an object with 26K polygons and they seem a lot for just a room... or it is a complete level? I suggest to import rooms that can be easily managed both by 3dsmax either by metasequoia (either by the tr4 engine in game).. the limit is 8192 vertexes for each object/room.

For the import/export options, I discovered that with 3dsmax2010 the axis orientations have to change considering the earlier versions of max. You can easily find the correct options if the orientations do not match.

Last edited by psiko; 29-10-09 at 20:47.
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Old 29-05-10, 15:08   #48
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hey, any news for the version 5 of meta2tr?
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Old 29-05-10, 15:14   #49
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Old 29-05-10, 21:04   #50
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whats the matter??he just asked.

anyway i didnt heard anything bout the new version Francesco
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