Search found 413 matches

by Lowell
Wed Jan 02, 2008 8:42 am
Forum: Mod Projects
Topic: Latest Blender/SHP Export/Import Scripts
Replies: 29
Views: 47113

Sure wish I had that import script. I'm going to give the export script a workover. Thanks for all the hard work...
This will be great in Blender. I am using it for Nif files right now and it has worked out pretty good.
by Lowell
Fri Nov 23, 2007 2:20 am
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 45895

Cool...I will try to give it a go. I am using Blender for Nif file exports and MicroDEM for Satalite land maps. I will return and finish my project during the holidays...have to finish a couple train game mods. All scripts are xml based with NIF and KFM files. I still have to convert a few buildings...
by Lowell
Sun Jul 08, 2007 4:30 am
Forum: Mod Projects
Topic: The Modlist Thread
Replies: 270
Views: 211915

Just a guess...but have you read through the scripts? Maybe the creator of the mod placed their name somewhere inside it...readme etc.
by Lowell
Fri Jun 22, 2007 8:54 pm
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 45895

You mean Google's Sketchup version6? 3Dxml is back from 2005...I thought that was used mostly for web applications. Canoma will do a better job of pulling 3d buildings from screenshots.
by Lowell
Wed Jun 20, 2007 5:56 pm
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 45895

Sooo...if I use 3D Printscreen for capture and mesh, Melody from high to low, then Sketchup....will sketchup export in .SHP format? Darwinia also uses a stripped down version of the shp format...we have been using perl to convert in the past. I mean I have a ton of 3D art programs that I can make mo...
by Lowell
Wed Jun 20, 2007 5:36 pm
Forum: Mod Projects
Topic: Bug? 1.4.2 SpawnPopLocks Interact Strangely
Replies: 3
Views: 2848

Wait a sec...that never happened with my Hadron map...it has five locks and many spawnpoints, I think three to four spawnpoints for each island and one in the center. They would each monitor each island...and I never saw "one" of them trigger the others not to work. Unless this is due to t...
by Lowell
Sun Jun 10, 2007 4:00 am
Forum: Mod Projects
Topic: The_Particles_Within
Replies: 315
Views: 168646

Vista and Darwinia...

<<<<<<<<<<<UPDATE POSTED BELOW>>>>>>>>>>> I have received several emails about vista from players with the Particles mod. While I am still editing part two, other mods I am working on have also run into questions about vista. I have built two vista machines so far and had to make many "adjustm...
by Lowell
Tue Jun 05, 2007 4:47 pm
Forum: General
Topic: uncanny
Replies: 9
Views: 3753

…what a moron…iestyn is certainly no Einstein... :lol:
by Lowell
Tue Jun 05, 2007 5:11 am
Forum: Mod Projects
Topic: Level Names to Avoid, Start Pylons, & ILB
Replies: 2
Views: 2170

Thanks again...this is where I am right now. I have one map in set one that needs the start pylon for sure, the "Lepton" map has a hidden generator for a fix...I may try and rebuild Lepton completely, I never wanted that stupid building with the generator hidden inside it. I will give it a...
by Lowell
Thu May 03, 2007 6:11 am
Forum: Mod Projects
Topic: Shape Files: Import & Export Blender Meshes
Replies: 107
Views: 45895

This is just awesome...I just downloaded that version the other week for building/editing train engines and train cars for import to a couple games. I also picked up a student version of Max, but that is the new version...still no plugin yet for .shp from them. However I am going to give this a try ...
by Lowell
Thu May 03, 2007 5:50 am
Forum: Mod Projects
Topic: The Big Mod (campaign 2) - parts 1,2 & 3 available
Replies: 486
Views: 112784

Martin...

Did you need to update any of your stuff on my server?
by Lowell
Fri Apr 27, 2007 5:33 pm
Forum: Mod Projects
Topic: Tripod Sounds not all working? any clues?
Replies: 3
Views: 2491

I have the tripods in a level of Particles. They do work. They go right after ants and virii right away, but they are slow. There are no sounds for them. EDIT// I think there is fifty or a hundred in the group as the level starts out. I thought it was cool. EDIT//EDIT//Oh...don't let centipedes get ...
by Lowell
Fri Apr 27, 2007 5:22 pm
Forum: Mod Projects
Topic: Start Pylon WORKING & Yard Incubator Strangeness
Replies: 18
Views: 10163

OMG! I really need to check back here more than once a month... The Start Pylon is a major player in several levels of my mod. Now I can fix my old levels and move forward with part two of The_Partricles_Within....(plug) :D This is Great news....Thanks All I need do is make a generator level hidden ...
by Lowell
Sat Mar 24, 2007 4:06 am
Forum: Mod Projects
Topic: Start Pylons
Replies: 46
Views: 14149

Thanks for the further work on the laser fences.
...and no I am not long gone either.

...part two and a story rewrite in progress... :)

EDIT// Plus...I still need the Styart Pylons to work ... :D
by Lowell
Sat Mar 17, 2007 3:56 am
Forum: Mod Projects
Topic: Triangle Strips in Shape Files
Replies: 3
Views: 2922

Ahh cool... I need to look deeper into this, I was trying to figure out how to make my strips at the bases of the new building objects I've used and am about to use in part two of my mod. I had been using the "wall sections" to make the insides "solid" so as the Darwinians wouldn...

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