Jump to content

Xycaleth

Members
  • Posts

    1,458
  • Joined

  • Last visited

Everything posted by Xycaleth

  1. Non-video editor here, but I would imagine the VFX artist would be able to create a screen mask which covers the chain-link fence. Then you can move your 3D model about freely and have it not draw on top of your fence? Kind of like green screen except you're addng in the green areas yourself.
  2. Everyone should count in seconds per frame
  3. Something like that should be pretty easy But the decision making is what really needs fixing :/
  4. The problem with improving the AI is that it's one of most difficult areas of development. It's not something that average Joe can go in and fix up properly because there's a lot of maths involved and there's a lot of work to get a good understanding of what needs doing.
  5. I have a half finished port of ModView for OSX if all you need to be able to do is view animations and models. I was supposed to finish it last year but got put to the side for a while and I never got back to finishing it.
  6. I'm not sure how you can make dragging a few vertexes around much easier in modeling programs. It's a matter of selecting the vertex editing tool, and then click/dragging the vertex you want to move o.O same with triangles. But the problem of weighting still stands - you can only change so much before the weights become useless as your model will deform incorrectly when it animates.
  7. What problems are you having with it? Rich posted a screenshot of a Final Fantasy model converted to GLM on his twitter handle http://www.richwhitehouse.com/pubimg/ja_vaan.jpg
  8. I'm not sure we managed to get from moving the efx (I.e. Particle system purely for visuals) to meaning you would get better physics ;p In other news, I'm procrastinating from doing the weather system by making some optimisations which should give a nice performance boost. Should be done within a week or so
  9. If you don't read the member status updates, @@eezstreet posted this: https://twitter.com/DickWhitehouse/status/485659347096047617
  10. What do you mean by custom fx system? We can already customize the fx system.
  11. What benefit would that provide?
  12. When I say depending on graphics card, I mean how capable it is. using 2, 4 or 8 is the equivalent of using 2x, 4x and 8x MSAA. Not all cards can do 8x or 4x (the majority will be able to, but I'm just covering all possibilities )
  13. What'choo talkin' about @@ensiform. @ You can enable it using r_ext_framebuffer_multisample 2 (or 4, or 8 depending on your graphics card).
  14. No need, we can use MSAA.
  15. Southern English accent (dunno if you were only looking for American accents?)... I don't personally pronounce the wh- and w- prefix any differently in any of those words. But some people might. Also don't know if you were looking for this, but some of those word pairs are pronounced differently, e.g. wheel/will, whurry/worry, when/win. An interesting one to think about maybe is one and won. Some people pronounce "one" beginning with a /hw/ sound, and won sounds similar but with only the /w/ sound.
  16. Rend2 will already have these kinds of effects built in to it.
  17. How about this one? https://dl.dropboxusercontent.com/u/874909/fbx2ghoul2.zip You should really upgrade from XP soon though
  18. Mind sending me the FBX so I can debug what's going on?
  19. Here's a few FBX files for anyone who wants to make sure that they will import correctly into their modeling software. https://dl.dropboxusercontent.com/u/874909/FBX_Animations.zip It's only a small selection, but if they work then I can upload them on JKHub
  20. So is a list of FBX files directly converted from the XSI files of any use? I've finished converting them all now (except for root.xsi, which gives me errors when importing it in Mod Tools), but if it's not useful then there's not much point in keeping them
  21. @@minilogoguy18 Can you explain a bit more about transferring animations and storing them as clips? I've just finished writing a script which will take all the .xsi files and convert each of them to a .fbx file, but if it would be better to merge them into a single file or something then that's doable as well.
  22. I had a look at converting the XSI files to FBX today using Softimage Mod Tool. It should be possible to write a script to take all the .xsi files in a folder and batch convert them to .fbx.
  23. Make sure you have the Visual C++ 2013 Redistributable installed. You'll want the one that says "vcredist_x86.exe".
  24. @@DT85 Did you try exporting your Jedi model through my converter to look for UV seams?
  25. I recall @@Asgarath83 saying he converted each animation manually.
×
×
  • Create New...