hl2dm is 7th on the list, definitely didn't fail... You're looking at HLDM source, probably.
Posts by OL
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in the material window, check Direct X display of standard materials
this will render the normal map in real time in the perspective view
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no one posts here i thought i would seed a new community of cool dudes but whatever i guess i can live without
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3d modeling is the new eot i declare it
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a broken roadblock thing for insurgency, only the model is mine
[Blocked Image: http://www.beancitynights.org/gamedev/ins/roadblock1.jpg]
[Blocked Image: http://www.beancitynights.org/gamedev/ins/roadblock2.jpg]
still not sure about the rebar
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this is an english speaking forum, shitlips. don't post links to german websites
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I had the problem with 90 degree rotated collision meshes, I assume you're in max so go into the edit pivot thing for both your main and collision mesh and make sure they are both at exactly the same point both rotationally and positionally
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so what modifier makes the wireframe mesh?
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i like it, old buddy
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post your shots in the other thread, argue about them in this one
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feel free to continue in here
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I cut the 3 pages that followed this into a new thread because thats not what this one is for.
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the way I do collisions:
make sure each piece is a closed mesh
attach all the pieces
make sure the entire thing is material ID 1
set each closed mesh to a unique smoothing group (1-8 in your case)
make sure the rotation and position of the collision mesh's pivot is the same as your model
compile
never had a problem
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Quote from Whoot
Looks nice
http://%7boption%7d I use the LSCM unwrapping script a lot when unwrapping in max. Together with a modified unwrap script from chuggnut http://%7boption%7d It works really well 
this won't work for me in 9

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i made a tutorial check it out
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I got pelt mapping working tonight and was so amazed at the results I figured I would write a little tutorial for you dudes.
I was making a model of a hookah, and dreading making a UVW map for the tube. This is what I have after doing an unfold.
[Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/1.jpg]
Step 1:
in the Unwrap UVW modifier, click Edit Seams at the bottom.
[Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/2.jpg]
Step 2:
draw a closed line where you want the seam to be. I drew it around the cap and up one edge to the other end.
[Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/3.jpg]
[Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/4.jpg]
Step 3:
Go into face sub-object mode and select all the faces on your model
Click Pelt, then Edit Pelt Map
[Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/5.jpg]
Step 4:
Make the blue circle really fuckin big, and rotate it to get the least amount of overlaps in the spokes.
[Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/6.jpg]
Step 5:
Click Simulate Pelt Pulling 3 times, and Relax(Light) twice.
Resize and rotate the mesh to fit in the blue box.
[Blocked Image: http://beancitynights.org/gamedev/tutorial-pelt/7.jpg]
It's done! Now you can edit some of the vertices manually to fix small distribution errors, but most of the work is done for you.
this works on all kinds of organic surfaces, from face and body models to snakes and dicks if thats the kind of thing you like to make i guess.
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cylinder with 4 textures on it
baseball bat, beer bottle, chair leg, pipe
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It is extremely telling that they are revealing the trailer during the NFL draft. Games made to appeal to sports fans and college brahs are not usually very good.
prepare for arcade action
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[Blocked Image: http://www.beancitynights.org/gamedev/metal2_nooverlay.jpg]
that's the texture with no overlay, I think it's pretty boring.
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I have a bunch of random props sitting around, but they're untextured. Want?