Search found 99 matches

by wallasaurus
Sat Jan 02, 2021 8:35 pm
Forum: Modding
Topic: monsters
Replies: 341
Views: 394309

Re: monsters

Hello folks! Does anyone happen to have my old import/export maxscript? I lost the computer on which it was developed and I was dismayed to find that I'd cleared it off my dropbox at some point. :( Apologies for broken links from there. If someone has it and is willing to send to me, I can update fo...
by wallasaurus
Wed Apr 02, 2014 10:00 pm
Forum: Modding
Topic: monsters
Replies: 341
Views: 394309

Re: monsters

hello hello!

I have some time again - (ish) so I will get back to this work in the coming weeks. :)
by wallasaurus
Thu May 16, 2013 8:41 pm
Forum: Modding
Topic: MONSTERS by LEKI (CLOSED)
Replies: 289
Views: 264200

Re: [SOURCE] MONSTERS by Leki (Human Bowman)

so it sounds as if you have everything there actually. for the point helpers, if you go to the motion panel and change the rotation controller to rotation constraint, make the constraint point to the biped bone you are linking to - do that for all the joints, do the same for position constraint on p...
by wallasaurus
Thu May 16, 2013 9:18 am
Forum: Modding
Topic: MONSTERS by LEKI (CLOSED)
Replies: 289
Views: 264200

Re: [SOURCE] MONSTERS by Leki (Human Bowman)

Hello, What are you using for animation. LordGarth I'm not sure if I understand you :roll: If you are asking about program, then I work with edu version of 3DMax and I use wallasaurus maxscript. If you use blender, there is possibility to ask some programmer for help to write maxscript into pythoon...
by wallasaurus
Wed May 15, 2013 11:32 pm
Forum: Modding
Topic: monsters
Replies: 341
Views: 394309

Re: monsters

Hi Neikun! Good spot, I have fixed it and uploaded new version. The problem was that I assumed if one mesh had weighting that all in the model would, and in the case of the door chain this was of course not the case. It now checks each mesh before trying to add the weighting. Hope it works better! I...
by wallasaurus
Sun Apr 07, 2013 9:42 pm
Forum: Modding
Topic: monsters
Replies: 341
Views: 394309

Re: monsters

quick update with kobold, I will make the low poly and bake etc. next, the anims after that. I will make 1h weapon animation set + locomotion etc. Bow could be done after if needed.

Image
by wallasaurus
Wed Apr 03, 2013 8:27 pm
Forum: Modding
Topic: monsters
Replies: 341
Views: 394309

Re: monsters

Polytize Me, Cpt.! wrote:Mine are from scratch, but I definitely agree with you. Wallasaurus' models are on a completely different level! :D
from scratch is the true path to enlightenment. :)
by wallasaurus
Tue Apr 02, 2013 2:00 am
Forum: Modding
Topic: [MOD] Eye of the Beholder: Waterdeep Sewers
Replies: 324
Views: 498642

Re: [MOD] Eye of the Beholder: Waterdeep Sewers

Looks cool! Glad it's working for you. :)
by wallasaurus
Sat Mar 30, 2013 1:37 am
Forum: Modding
Topic: monsters
Replies: 341
Views: 394309

Re: monsters

Leech worm a a EOTB. I left it plain ish in order that modding would be easier (patterns etc.) and I've made the uv layout modding friendly (I think anyway) There is also space on the texture sheet for a variant top/bottom skin, so I am open for sugestions - I can update the assets simply enough. On...
by wallasaurus
Wed Mar 27, 2013 9:30 pm
Forum: Modding
Topic: monsters
Replies: 341
Views: 394309

Re: monsters

WIP of the leech/worm.

can't decide if it should have its own skeleton and animations..

https://dl.dropbox.com/u/5440025/vidcapture000_c.avi

cheers,
cw