Jul. 31, 2004 @ 19:38

Aplogies if you’ve been getting timeout errors on the homepage for the past week. It was some stupid code that was taking to execute than the server would allow.

I’ve rectified it now and have many some significant changes in the backend (fnarr!) to solve it.

I don’t know whats got into me of late. I seem to be coding more plug-in for applications than actually using the applications themselves. Guess it takes my mind of other things…

I’ve been reading for a while now peoples complaints about taking models from Half-Life into 3D Studio Max and how it doesn’t work quite right. Not suprising really considering that the SMD format is a bag-o-shitetm and the current MaxScript based importer doesn’t smooth the model meshes. Not a massive problem if you just want to hack out a new animation sequence, but if you actually want to work on the model it breaks the bone assignments and you have to re-do all the enveloping again.

Anyhew… Seeing as Milkshape3D seems to be the de facto low-poly modelling tool for Half-Life, I figured I’d have a crack at making a work around in the form of a Milkshape3D import plug-in for Max.

The theory is sound enough – you can import the Half-Life stuff into Max which doesn’t facet the faces, save it as a MS3D file and then open it in Max again and use it’s more powerful tools for whatever you like.

Anyhew, I started hacking today (or more acurately at 3am this morning) and so far its going pretty ok. I’ve got a proper Max6 plug-in fleshed out that actually works (shock! horreur!) and it so far imports the meshes and applies the correct smoothing and smoothing groups to them.

Some slight issues need to be resolved still, such as sorting the orientation and obviously adding support for materials, bones, animation, etc. but its a start.

Not bad I think for someone who hasn’t got a clue how to use C++ pointers. :o/

Jul. 14, 2004 @ 16:13

I’ve updated my Milkshape dotXSI Plug-in to version 1.0. It supports bones, animation and vertex weighting now.

Jul. 8, 2004 @ 22:55

Well after a bit of drama, Day of Defeat v1.3 finally got sent out.

It was a bit touch and go for a while due to some problems with the agreement for the models I made that were included. The agreement itself, wasnt in dispute, however the paperwork arrived late and a query I had over the wording of one part took a few days to get resolved.

Either way, it did get shipped although I think my name is mud around the Valve offices and Im pretty sure my work wont be used by them any more!

Ah well! C’est la vie…

Jul. 3, 2004 @ 02:54

Its 3:47am and I’m sat here mailing back and forth with a Washington law firm over the finer points of an IP Rights Transfer agreement…

Its common knowledge that some of the DoD custom map models I made have been used in maps to be released officially by Valve and as such, they as an any other company, want to secure the intellectual property rights for them.

This I have no issue with, im being compensated anyway, but I got the paperwork late (thank to the Swedish Midsommar holidays) and I needed to clarify a few legal issues. This comes as no suprise to those who have seen me hammer IP law down the throat of copyright abusers in the past…

It’s just a little annoying that because of the time difference and the fact the weekend is upon us that these issues may *possibly* delay the release of a few new maps by a week and I risk the wrath a few tens of thousand DoD players.

Fingers crossed all will go well as its not a big issue, just some clarification needed. All I have to do is put my signature next to Gabe Newell’s and FedEx it back to the US.