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Everything posted by Archangel35757
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@@Xycaleth is in the UK... he's the one that would need it.
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What's the shipping cost from Germany to UK?
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How much would a used nVidia graphics card cost? I'll chip in for one for you... alternatively, I'll make you a good deal on a brand new in the box GTX580 3Gb water-cooled card.
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@@AshuraDX -- I sent you the latest beta version... which should work per your requested features. Let me know if you encounter any issues. The only thing that may need further attention is dealing with bolts...
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I am currently writing a Maxscript that will allow you to easily fix the screwed up bones coming from importing a Noesis GLM==>>FBX file. When I'm finished I'll send it to @@AshuraDX to upload in the Utilities section for me.
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@@Xycaleth -- ...and I found this: http://amd-dev.wpengine.netdna-cdn.com/wordpress/media/2012/10/D3DTutorial05_Real-Time_Skin_Rendering.pdf http://www.mixmax3d.it/pub/paper_skin_shader.pdf http://http.developer.nvidia.com/GPUGems3/gpugems3_ch14.html Would be awesome to have in rend2!
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@@Xycaleth -- is there any chance of getting a real-time Sub-Surface Scattering (SSS) Shader effect in rend2 ??? http://http.developer.nvidia.com/GPUGems/gpugems_ch16.html https://en.m.wikipedia.org/wiki/Subsurface_scattering
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Mesh normals broken along UV seam in-game...
Archangel35757 replied to Archangel35757's topic in Modding Assistance
@@DT85 -- so it seems (pun intended) that I need to "request" Raven to modify the -smooth command option... and create a switch option for "smoothUVSeams" The -smoothUVseams would only affect UV seams and we could keep hard edges then by not using -smooth switch. -
Mesh normals broken along UV seam in-game...
Archangel35757 replied to Archangel35757's topic in Modding Assistance
But are those normal vector splits already present in the dotXSI file and just passed along to Carcass? I need to go back and review... @@minilogoguy18 -- Carcass can be fixed... if that's the only source of problem. -
@@DT85, @@AshuraDX, @@Psyk0Sith, @@Xycaleth and any others... I had a long chat with AshuraDX today about this issue and I'd like thread to serve as the forum to discuss and resolve this issue. For example, is this caused by Carcass or is it caused by the dotXSI exporter? So these broken normals along UV seams show up in the dotXSI files in the XSIViewer or Softimage ModTool? If not then it's definitely Carcass and we can get it fixed by a little black birdie @@DT85 @@AshuraDX please post screenshots
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Every GLM has to have a GLA it compiles against. So SP I'm sure each humanoid character could have a custom animation.cfg file based on the _humanoid.gla file. Having new gla files where you can specify certain frames from them into a "multi-gla" cfg file seems doable-- as long as all of the GLA files use the same skeleton and contain all the bones used in the GLM file. Just requires some coding, yeah?
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...and I hope to be ready for wrinkle maps within the next few months-- apologies for my lack of progress.
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Does… Cube Map = Environment Map ??? Reverse the effects so that the ball closest to camera shows the Max Gloss & Spec (...and thus player and environment reflections).
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@@AshuraDX -- I'll be compiling a dotXSI exporter for 3dsMax 2015/2016 soon... life has me busy ATM.
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What version of 3ds Max???
Archangel35757 replied to Archangel35757's topic in General Modding Discussions
Max8 Has all the features needed to mod this game engine. -
What version of 3ds Max???
Archangel35757 replied to Archangel35757's topic in General Modding Discussions
@@Cerez - You can download a trial full-version of 3ds max 9... Look for the download link in my ROFF exporter WIP thread. -
Problem with imported models in Blender
Archangel35757 replied to Vitéz's topic in Modding Assistance
Look in the Utilities section for a Noesis download link. It is a 3D model viewer and format converter supporting scores of formats. -
Problem with imported models in Blender
Archangel35757 replied to Vitéz's topic in Modding Assistance
I wrote a Max8 Maxscript dotXSI Importer script... it works just fine up to Max2012. It imports skin weights. Check it out. To import a GLM and preserve skin weights-- use Noesis and then save as another 3D format you can import into your 3D app. Remember the models are scaled down 64%... do you'll need to rescale by 1.5625 -
Kinect v2 mocap (for Windows)
Archangel35757 replied to Archangel35757's topic in Art, Media & Technology
Well then we should ask Chum to fix it to add that feature. -
Kinect v2 mocap (for Windows)
Archangel35757 replied to Archangel35757's topic in Art, Media & Technology
Hmm... I thought Jed's dotXSI 3.0 exporter for Milkshape did hierarchies... anyways, I fired up my old WinXP machine that has the Maya plugin archives... the zip files contain Object Code and a MEL script for export options. So I don't know if this object code (32bit for Maya 6.5 and 7.0 and Linux/win32/win64 for Maya 8.0) could be compiled with later versions. I also archived the dotXSI for Maya wiki page-- which should contain compile instructions. If you want I can upload them here for you or someone to give it a try... -
Kinect v2 mocap (for Windows)
Archangel35757 replied to Archangel35757's topic in Art, Media & Technology
I will have to look... I know I have the Maya 6,7, & 8.5 Maya plugins... but I'm not sure if any of those zip files include the code. I also have the source code to the Milkshape dotXSI importer & Jed wrote a Milkshape dotXSI exporter... so someone could start with that and swap out the milkshape parts for Maya. There is also an XSI conversion toolkit that I have that would allow a programmer to make a standalone XSI converter tool for any 3D package -
It would have been more plausible if before we had seen Ahsoka teaching them both advanced saber defenses.
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So you're talking about multiple GLA files per character or NPC... @@eezstreet and I are planning to do something like this in JKE for a new facial.gla (using better, complete visemes & facial expressions).
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@@eezstreet says to look at the hazard trooper...
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I thought you already could have unique animation configuration files for a character-- that tells the engine which animations from a GLA a certain GLM model can use, no?