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Vxl Editor Source | bonesnapper | 00:39 11-02-2002 | ||
Re: Vxl Editor Source | Koen van de Sande | 04:01 11-02-2002 | ||
Re: Vxl Editor Source | Will | 18:00 11-02-2002 | ||
Re: Vxl Editor Source | Godwin | 19:42 11-02-2002 | ||
Re: Vxl Editor Source | Will | 20:22 11-02-2002 | ||
Re: Vxl Editor Source | Blade | 03:56 12-02-2002 | ||
Re: Vxl Editor Source | Koen van de Sande | 04:47 12-02-2002 | ||
Re: Vxl Editor Source | haydn | 07:09 12-02-2002 | ||
Re: Vxl Editor Source | ViPr | 10:13 12-02-2002 | ||
Re: Vxl Editor Source | haydn | 05:02 13-02-2002 | ||
Re: Vxl Editor Source | ViPr | 12:57 13-02-2002 | ||
Re: Vxl Editor Source | haydn | 23:00 13-02-2002 | ||
Re: Vxl Editor Source | ViPr | 04:42 14-02-2002 | ||
Re: Vxl Editor Source | haydn | 06:52 14-02-2002 |
> > The turrets are just meshes (sections)within the same file with various non-specific names. They are currently in Z-modeller format (and WOLF format).
> i want to see if i'm able to divide parts of a model into different sections of a voxel according to what parts move independantly from other parts of the model indicated by the animation data of the 3ds files.
Well, the models are unanimated -that's what WOLF does.
> i'm interested in making games and all the work i do i build into 3ds2vxl at the moment. the download of 3ds2vxl will not become much bigger and much of the work will also help to make the converter better.
Why not AbsCnC?
Re: Vxl Editor Source | ViPr | 08:53 14-02-2002 | 2 | |
Re: Vxl Editor Source | haydn | 04:51 15-02-2002 |
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