but the texture was not showing up because I was missing a detail:
Open GL ", then click the box titled" Landscape Textures. ")
ok now...I managed with sucess.
![Very Happy :D](./images/smilies/icon_biggrin.gif)
Julio
Hi Jon. No, I wasn't offended and didn't want to sound defensive, I just wanted to explain why I hadn't distributed the models. I'll try to go through my files sometime and post a download link of model/texture/animation/choreography files. If someone can make it work, cool!Jon God wrote: Heya Cydonian, didn't meant to peg you as someone who didn't share, I would totally respect it if you never shared any of your models, because you put the work in, and it's up to you to do what you want with them. Sorry if the post came out sounding otherwise.
Also, as for compatibility, Mythers are quite adapt at learning old software, as the original Myth II models are in Alias Studio Tools format, which sounds pretty much like what you just described.
It's up to you, but I am sure someone would be able to get the models up to speed, and make some higher res renders. If not, it's always fun to see the models up close, and see how much detail/effort has been put in (In my opinion at least).
If anyone did want to check it out I believe this is the link to the application that was being used: http://www.hash.com/Cydonian wrote:Hi Jon. No, I wasn't offended and didn't want to sound defensive, I just wanted to explain why I hadn't distributed the models. I'll try to go through my files sometime and post a download link of model/texture/animation/choreography files. If someone can make it work, cool!Jon God wrote: Heya Cydonian, didn't meant to peg you as someone who didn't share, I would totally respect it if you never shared any of your models, because you put the work in, and it's up to you to do what you want with them. Sorry if the post came out sounding otherwise.
Also, as for compatibility, Mythers are quite adapt at learning old software, as the original Myth II models are in Alias Studio Tools format, which sounds pretty much like what you just described.
It's up to you, but I am sure someone would be able to get the models up to speed, and make some higher res renders. If not, it's always fun to see the models up close, and see how much detail/effort has been put in (In my opinion at least).
-Cyd
That's the one, and it was version 8.5p I was using at the time. There are many obstacles to just exporting my model files to any other format. Hash's patches don't always convert properly to polygons; the skeletons don't export at all, so my animations would be lost; the textures are applied differently in Hash (not polygonal UV mapping) so a lot of re-texturing would be necessary; material properties (which I used in place of image maps for base colors) do not export at all, etc etc. To work in another software package/file format, I'm pretty sure it would be easier to start over than to try to make these models work or convert. It's way more work than I think it's worth just to get higher-resolution renders of the same crappy models.Road wrote: If anyone did want to check it out I believe this is the link to the application that was being used: http://www.hash.com/
It looks like a pretty cool application. If worse came to worse you could always use a OBJ model and work it in Maya or 3Dmax and then use a 3rd party program to make the bones to be used in another program... Unless the texture can be exported to a common file type that may be an issue
I do hate it when an update makes older models unusable or partially usable to where you think there is a chance it may work...lol