W3D Materials for Water
#1
Posted 07 January 2009 - 01:20 AM
So, I need a bit of help. I either need someone who has done fountain-ish materials for BFME1 using 3ds max to explain how to do it properly, or I need someone who is willing to import, set up and export my model for me using Renx. It's not that hard - it's just that this old program won't run on my computer.
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#2
Posted 07 January 2009 - 02:41 AM
If possible could i get a copy of the w3d files and the dev file to look at and compare them to my own and EA's?
Edited by DIGI_Byte, 07 January 2009 - 02:52 AM.
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#3
Posted 07 January 2009 - 04:05 AM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#4
Posted 07 January 2009 - 06:52 AM
for either BFME 1or2
Edited by DIGI_Byte, 07 January 2009 - 06:53 AM.
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#5
Posted 07 January 2009 - 08:30 AM
I really don't do requests and my Arnor Soldier is not fit for BFME. Don't ask me for either.
#6
Posted 07 January 2009 - 05:25 PM
#8
Posted 07 January 2009 - 06:21 PM
Robert J.
#9
Posted 08 January 2009 - 12:09 AM
There was some vertex painting to help soften edges, but the main problem was the material that EA used on the sprout for a well in BFME1 was very opaque and just didn't fit with the other shaders. They corrected it in BFME2, using Add instead of a colored emmisive/diffuse mess.
Robert J.
I had the same issue with the waves in my living world, when the wave rolled back out it turned black from the vertex color, I dont know if it would of been like that in game, setting it to "add" was the solution
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