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> What tools did ALTAR use to develop UFO:Aftermath?
Slaughter
post 18th February 2004, 5:04pm
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I will just quote Mr. Martin Klima on this one:
QUOTE
We used MS Visual C++ to develop the game, with CVS for source
keeping; we used 3D Studio Max for modelling, Adobe Photoshop for
texturing; we used MS Office for design (game data, localization
data). We also used a host of other programs (Corel Draw!, Adobe
Premiere, etc.) for some smaller tasks. We have licensed Miles sound
system and Bink video from RAD Game Tools.


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Aralez
post 18th February 2004, 7:36pm
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3D Studio Max , hmm, expensive piece of software.... I know BLENDER can im- and export those MAX files, but i don't know where to get the needed plugin and where to put it then.
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BlackAlmaz
post 18th February 2004, 9:48pm
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Deleted due to violation of forum rules.

This post has been edited by Slaughter: 19th February 2004, 12:04am


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Aralez
post 18th February 2004, 11:26pm
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Thx for the offer but i already have Blender (freeware) and only need to find the right plugin (to import and export the files) and a small instruction how to install smile.gif
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Aralez
post 19th February 2004, 1:15am
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Ok, sigget found out those proggies won't work, damnit sad.gif
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Cpl. Facehugger
post 19th February 2004, 2:32am
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What do you mean, blender won't work?


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Aralez
post 19th February 2004, 8:06pm
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Blender is not able to import or load the UFOAM model files. sad.gif
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