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  3. Wunderboy

Posts by Wunderboy

  • InterWave Studios hiring 3D Environment/Prop Artists

    • Wunderboy
    • June 5, 2009 at 4:18 PM
    Quote from InterWave Studios

    If you've always dreamed of a career in game development, we'll show you just how difficult and gruelling the work really is, in exchange for inordinate amounts of your private life, which will be held hostage, as part of our standard contract.

    Oh those crazy Dutch

    Quote from InterWave Studios

    Knowledge of Valve's Source™ engine and it's compile tools

    Yeah I *think* I might know a bit about those

    Now I just need to convince myself if Finland or Holland is the better choice

  • InterWave Studios hiring 3D Environment/Prop Artists

    • Wunderboy
    • June 5, 2009 at 4:17 PM
    Quote from InterWave Studios

    If you've always dreamed of a career in game development, we'll show you just how difficult and gruelling the work really is, in exchange for inordinate amounts of your private life, which will be held hostage, as part of our standard contract.

    Oh those crazy Dutch

    Quote from InterWave Studios

    Knowledge of Valve's Source™ engine and it's compile tools

    Yeah I *think* I might know a bit about those

    Now I just need to convince myself if Finland or Holland is the better choice

  • Left4Dead 2

    • Wunderboy
    • June 5, 2009 at 11:43 AM

    Hmmm...

    Excluding the HL2 Series, Valve haven't released a single game since DoD Source that I've actually enjoyed or played for more than a couple of hours before deleting it. Seems they're not about to change that any time soon. Makes me sad because I was such a fan of their work.

    I had an "odd" email from someone at Valve about a month ago regarding a "L4D Project" and one of my tools. Suddenly it all comes together...

  • Earth No More

    • Wunderboy
    • May 18, 2009 at 1:17 PM

    NG AAA right there! :megamon:

  • The random model thread!

    • Wunderboy
    • May 14, 2009 at 10:51 AM

    [Blocked Image: http://img526.imageshack.us/img526/994/n5634174402270685661294.jpg]

    [Blocked Image: http://img8.imageshack.us/img8/2330/n5634174402270747675484.jpg]

  • Photography and Money?

    • Wunderboy
    • May 8, 2009 at 3:45 AM

    Just got contacted by Rättviks Kommun up in Sweden who wanted to buy one of my pics to use in their tourist marketing campaign.

    Price was nice too

  • [UPDATE] 3DS Max 2010 plug-ins now available

    • Wunderboy
    • May 8, 2009 at 3:18 AM

    Woot! Tacking this on the end...

    I finally finished the re-write of the VTA exporter. Some code beautification to do but so far so good, all the test exports I've done have compiled with working face flexes.

  • I need a submarine topdeck gun, anyone?

    • Wunderboy
    • May 8, 2009 at 2:21 AM

    Yeah that's not my sub. This one is -> http://www.wunderboy.org/mapmodels.php

  • I need a submarine topdeck gun, anyone?

    • Wunderboy
    • May 7, 2009 at 8:05 PM

    This wouldn't happen to be for my u-boat model would it?

    I was going to make a deck duck (as a separate model/entity) but lack of time demand pushed it to the back burner.

  • [UPDATE] 3DS Max 2010 plug-ins now available

    • Wunderboy
    • May 6, 2009 at 11:48 PM

    While the new features are nice I'd like to give whoever the interface designer is at Autodesk is a fscking good shoeing. Christ on a bike a 747 cockpit is less confusing that that monstrosity. And what's with the black interface? I know you can change it but bugger me...

  • [UPDATE] 3DS Max 2010 plug-ins now available

    • Wunderboy
    • May 5, 2009 at 12:01 AM

    Just a heads up to let people know that I've updated my 3D Studio Max plug-ins to support Max 2010. That would be the VTF import and SMD import/export plug-ins.

    The only change has been to the SMD export plug-in where I've added support for spline objects although you should only use them to influence a bone/dummy as part of your skeleton and not in place of one. Doing so will put you in a whole world of pain.

    I've tested them in Max 2010 32-bit but I don't perceive any issue with the 64-bit version.

    As always, let me know of any bugs/problems.

  • Zombies in gaming?

    • Wunderboy
    • April 18, 2009 at 4:22 PM

    Funnily enough this thread made me think of the Zero Punctuation review of L4D:

    http://www.escapistmagazine.com/videos/ ... eft-4-Dead

  • Animation in Source

    • Wunderboy
    • February 23, 2009 at 10:33 PM
    Quote from SpicyTanuki

    thanks for the in depth explanation wunderboyalso thanks for the tools! you've made hl2 editing MUCH easier, I use your tools every day

    Send cash. Now.

  • Animation in Source

    • Wunderboy
    • February 19, 2009 at 12:00 AM

    Well in the context of a breakable prop, $autocenter is probably what you want. Might work for non-breakables too.

  • Animation in Source

    • Wunderboy
    • February 18, 2009 at 1:19 AM

    Yeah just for reference, when you use the $staticprop flag it removes ALL bones from the model/anim and creates a single "root" bone at the world origin (0,0,0) and parents everything to that.

  • Nem's VTF plugin on photoshop x64

    • Wunderboy
    • January 5, 2009 at 8:12 PM

    Nem's site is there, it's just the DNS that seems to be flakey - usually takes a few reloads to get it to come up.

    Secondly, there is no x64 version of the Photoshop plug-in. This is down to the fact it's built off an older Photoshop SDK (v9 if I recall) which only came in a 32-bit version. From CS onwards Adobe stopped making the SDK public and require(d) you to become a paid member of the Adobe Developer Network to get access to it. I did ask Adobe if we could get ahold of it but it required signing the most ridculous NDA and contract I've ever seen. There's also the issue that for CS onwards you have to write plug-ins in a totally different way which, to some degree, breaks backwards compatibility. Sticking with the v9 SDK has benefits in that programs other than Photoshop can use the plug-in as well.

    So in short, blame Adobe.

  • Lossing textures when exporting from 3DS Max to Maya via *.obj

    • Wunderboy
    • December 30, 2008 at 3:57 PM

    I think OBJ format only supports one diffuse texture so if you've assigned a bunch of map slots it wont keep them.

    Try FBX format - it's what Autodesk designed for moving files between Max, Maya, etc.

  • Garry officially a rich bastard

    • Wunderboy
    • December 11, 2008 at 10:26 AM
    Quote from Sa74n

    you should do it like ryan clark and make everyone dependant on your excellent tools by releasing and distributing lots of betas and then make it a commercial product

    he's fucking rich now. almost every studio has crazybump licenses.

    Yeah but with my "target demographic" being mostly amoral teens with warezd copies of Max it's hardly rich pickings. If I made it commercial you can guarantee someone would post a copy of FPSBanana anyway. There aren't that many studios using Source as far as I know those that do use my tools *cough*

    Quote

    Valve

    *cough* ignore the non-commercial license anyway.

    Valve did ask me once if I would make them an "official" SMD exporter for the SDK but said nothing about monetary reward and I turned them down anyway.

  • Garry officially a rich bastard

    • Wunderboy
    • December 8, 2008 at 7:09 PM

    Go Garry.

    Wish I got paid for downloads on my stuff the I could afford to invest it in two pairs of pants.

  • Music and 3DsMax

    • Wunderboy
    • December 1, 2008 at 11:34 PM

    Best thing to do is look at the Max documentation for the Audio Controller. It'll basically create a controller track where the values per frame are based on the amplitude of the sound at that point. It's up to you to "wire" that amplitude to something in your scene such as the rotation or position of an object.

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