Are you running an old version of max? I saved the file with Max 2011.
I still have Max 2009 at home, but I'm at work now.
Alternatively, I could export it as OBJ, but then you'll have to set up your own materials.
Or you could download the Max 2012 trial. :laugh.gif:
Err, sorry haha. When I posted above I posted that I used 3ds Max but I meant to say 3ds Max 7. I might upgrade but I really don't do 3d enough to justify it. I have some experience with importing, and I know I can eyedrop to grab the correct textures and I guess I can mess around from there.
I guess if worse comes to worse I can just make my own models like I did with the creepers and such, though I'm not exactly sure how Minecraft maps the armor texturs(I haven't quite figured out exactly how the two armor images are used).
I exported the parts that need different textures as different files to make it easier.
Thanks again! I still wish 3ds Max supported transparency though :sad.gif: it's a pain to maintain the image AND alpha map. But much better than nothing!
Also, any tips on how to do the scrolling animation like you suggested for water? I tried scrolling the texture with key frames and exporting it. It worked, and I got a set of files, but the animation didn't work well at all. Instead of animating the texture scrolling smoothly across the plane, the animation kind of sped up and slowed down(it didn't scroll the texture evenly for each frame).
Also, any tips on how to do the scrolling animation like you suggested for water? I tried scrolling the texture with key frames and exporting it. It worked, and I got a set of files, but the animation didn't work well at all. Instead of animating the texture scrolling smoothly across the plane, the animation kind of sped up and slowed down(it didn't scroll the texture evenly for each frame).
I take it you did the animation by offsetting the UV coordinates?
In that case you have to go to the Curve Editor, find your material listed in here, go into Coordinates. You should see U Offset listed here, and also V Offset. Both of them will have a curved graph. Set the tangents to linear for both of them (it should be a button in the toolbar). This will straighten out the graph, and your animation will play at a continuous speed from now on.
Also, forgot to add... Make sure to render with these settings, that will give the most crisp and high quality result for low resolution textures.
Alright, thanks! I've managed to get it working and got a nice output so now I can start messing around and tweaking with animations. This will help immensely when it comes down to doing the lava.
I noticed that in the latest Dusty Texture pack (1.7.2-c), the new lava doesn't animate when it's static, though it still flows correctly. I have the HD Texture fix installed for minecraft.
I noticed that in the latest Dusty Texture pack (1.7.2-c), the new lava doesn't animate when it's static, though it still flows correctly. I have the HD Texture fix installed for minecraft.
Your paintings were in shadow of israphel, the episode they just added. Most of the second half of the video, you can see it clearly in the background.
(This might be a coincidence, but I use your paintings (with credits) in my Doku's RPG continuation, and the Yogscast use a variant of Gerudoku.)
Your paintings were in shadow of israphel, the episode they just added. Most of the second half of the video, you can see it clearly in the background.
(This might be a coincidence, but I use your paintings (with credits) in my Doku's RPG continuation, and the Yogscast use a variant of Gerudoku.)
Aye, they do use Gerudoku and I've seen a few of my stuff in there, such as a few of my items and my Metroid visor... but sadly to viewers it's just Gerudoku :sad.gif:
Aye, they do use Gerudoku and I've seen a few of my stuff in there, such as a few of my items and my Metroid visor... but sadly to viewers it's just Gerudoku :sad.gif:
Now that doesn't seem right at all. Have you tried asking for credit?
By the way, I love your pack! Especially the iron doors and netherrack.
Aye, they do use Gerudoku and I've seen a few of my stuff in there, such as a few of my items and my Metroid visor... but sadly to viewers it's just Gerudoku :sad.gif:
This is something that's REALLY annoying to me. Everyone said "great work on teh paintings and itemz tombonez!!!".
And on the yogcast, everyone's praising the Gerudoku pack while you sit there idly getting no recognition.
Err, sorry haha. When I posted above I posted that I used 3ds Max but I meant to say 3ds Max 7. I might upgrade but I really don't do 3d enough to justify it. I have some experience with importing, and I know I can eyedrop to grab the correct textures and I guess I can mess around from there.
I guess if worse comes to worse I can just make my own models like I did with the creepers and such, though I'm not exactly sure how Minecraft maps the armor texturs(I haven't quite figured out exactly how the two armor images are used).
http://dl.dropbox.com/u/2167961/Char_armor.zip
I exported the parts that need different textures as different files to make it easier.
Thanks again! I still wish 3ds Max supported transparency though :sad.gif: it's a pain to maintain the image AND alpha map. But much better than nothing!
Also, any tips on how to do the scrolling animation like you suggested for water? I tried scrolling the texture with key frames and exporting it. It worked, and I got a set of files, but the animation didn't work well at all. Instead of animating the texture scrolling smoothly across the plane, the animation kind of sped up and slowed down(it didn't scroll the texture evenly for each frame).
I take it you did the animation by offsetting the UV coordinates?
In that case you have to go to the Curve Editor, find your material listed in here, go into Coordinates. You should see U Offset listed here, and also V Offset. Both of them will have a curved graph. Set the tangents to linear for both of them (it should be a button in the toolbar). This will straighten out the graph, and your animation will play at a continuous speed from now on.
Alright, thanks! I've managed to get it working and got a nice output so now I can start messing around and tweaking with animations. This will help immensely when it comes down to doing the lava.
There is no lava animation yet.
Will soon map it to a 3d model and render some scenes like that instead of dark in-game screenshots.
It's looking great so far.
Old zombie for comparison:
The old one I was trying too hard to resemble the default zombie and I think it suffered(green doesn't make a good zombie flesh tone, I think).
(This might be a coincidence, but I use your paintings (with credits) in my Doku's RPG continuation, and the Yogscast use a variant of Gerudoku.)
Aye, they do use Gerudoku and I've seen a few of my stuff in there, such as a few of my items and my Metroid visor... but sadly to viewers it's just Gerudoku :sad.gif:
Now that doesn't seem right at all. Have you tried asking for credit?
By the way, I love your pack! Especially the iron doors and netherrack.
This is something that's REALLY annoying to me. Everyone said "great work on teh paintings and itemz tombonez!!!".
And on the yogcast, everyone's praising the Gerudoku pack while you sit there idly getting no recognition.
/tear
Well, the paintings aren't really mine. I assembled the compilation, but they're pixel art from various pixel artists over at pixeljoint.com(including Wayuki, over at: http://www.minecraftforum.net/topic/220918-16x17-wayukian-pack-wipwater-lava-gui-oh-my/). You can find the full pieces and links to the pieces in the art folder.
Well still, your tools are the best I've ever seen (I'm also quite fond of that egg. It's shiny).