And the weird pink normal maps are something that I know how to fix (seeing as I did so for the Sonic and Sega All-Stars Racing cars for Apoc), all that needs to be done is swapping the red and alpha channels with each other. Yeah, I'm certain he'll include every single texture for the characters. Did you figure out how to convert them to the proper format, too, or are you just ignoring them?I'll answer this for Apoc. These models should only go with the Lost World ones and the Runners ones if they happen to be the same models. Not sure why they didnt just go back to the Sonic Generations engine, especially since that game already had Classic Sonic. Speaking of, what are you doing about the normal map textures? The ones for characters are proper, but the ones that belongs to characters seem to be slightly off, coming out purple more and semi-transparent. This game was built on an 'improved' Sonic Lost World engine, hence the similarities. (12-18-2011, 08:34 PM)Peardian Wrote: Hehe, snazzy.īy good, though, I mean it better include all of the textures that belong to the model! Might've been modelled by a different person (or group). Funny thing is that those models are completely different from the in-game characters, geometry and textures. (RandomTalkingBush and Apoc Hedgies models are heavily edited to make it easier to use them in Source Filmmaker and Garrys Mod. of those models have any rigging, but yes, they can be exported, too. Yeah, basically I would like to port models from Sonic Generations to the Source Engine with their rigs and all that sort of stuff, but I want to use Blender for it. Nitro Wrote: Should we expect most of the characters here?
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