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Naughty Alien

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Everything posted by Naughty Alien

  1. ..why dont you just blend those BVH files in 3dsmax trough mixer, with existing animations if you using 3dsmax..or other tools with bones mixing capability?
  2. ..just to clarify, since im not sure what exactly you mean (english is not my primary language ) .. what you want is to blend specific animations exist outside of characters what doesnt have those animations incorporated already in to a given sequence list?
  3. ..while Xbox360 development sounds enthusiastic and 'easy', i assure you, that you will pass trough hell with M$ developer scheme and procedures to get license (if you get it as a small indie)..then coming payment for debug console and SDK what cost you approx 10 000 US$..and most important..to get started you will be able to have XNA framework(keep in mind XNA is not a game engine) and nothing else (unless you going to code from ground up your own engine with SDK)..now..if you look at PS3 dev license, whole thing to access is much more simple than Xbox dev, and its 5 times cheaper (debug console + SDK) and on the top you will get source code of Phyre rendering engine, used in many AAA titles, with ready to use plugs(physics) such as Havok, PhysX or if you wanna be totally free from licensing issues with previous two, Bullet, while any aplication done with Phyre is totally free for you, including creation of game Creation tools..only thing you cant do is, resel it as a your own engine ..then bunch of various games with source code + media provided in SDK done with Phyre make it realy nice. Top it with actual ability to do compilation on PC/PS3 out of box and ability to easy port to MAC and yes, even Xbox 360(tuts coming soon), making it a nice dev suite .. so.. choice is yours..
  4. ..lets assume that we have 1 character (no attached meshes, its one solid mesh)..now..lets say that given character mesh has 4 textures used for it.. 1) Hair only texture 2) Skin only texture 3) Cloth only texture 4) Metal cover over boots (or anything what is metal, armor, etc, doesnt matter) Now..character is properly unwrapped and each texture is assigned to specific part of character mesh so its all fine..now..having in mind given situation, with given 4 different textures used, we have also 4 materials with different settings, but each of those 4 materials has to have skinning enabled...so, im wondering, since character is animated, and yet given materials covering only specific parts of character mesh, does this means that regarding hardware skinning, that mesh will be more expensive for processing on GPU (skinning) than same character but unwrapped for 1 texture, and used only 1 material for it?? Reason why im asking this is something i came across with Phyre rendering engine, where in such situations, doesnt matter how many different materials you attach to one animated mesh, long as it is same Bone structure, so its not affecting skinning processing time..im wondering how that works with LE, low down on GPU..im trying to make my LE_Spit module but i need this info for sake of proper introduction in to 'translate' layer..
  5. ..more.. http://gameinformer.com/b/news/archive/2010/03/08/steam-portal-2-on-the-way-to-macs.aspx and a bit more.. http://www.giantbomb.com/news/steam-portal-2-coming-to-mac/1901/
  6. ..well..thats not that bad, if you loading some rich content..so its still okay I guess...depending on size of media you loading..
  7. ..im not quite sure what you mean, but my levels(quite large actually, with many characters in there), taking about 5-6 seconds maximum to load and display on 7600GT (quite old card)..
  8. ..naahh..my sig is related only to what I use currently with LE .. however, i do use MAC's and have few of them..but its not like funboy thingy..i really do believe that MAC market shouldnt be ignored, especially because more and more of those machines are capable to run LE just fine..now..reason that Valve start doing such things is not a coincidence(remember, those folks thinks money), so Im quite sure, in some near future, way more games trough steam, going to appear on to MAC world...im quite sure its worth to go there, but again, its up to Josh anyway
  9. ..well..its official now http://www.valvesoftware.com/news.php?id=3568
  10. ..well..I really hope there is no emulation over animation, of that kind..however i did noticed that animation is slower in 2.3 then 2.23-2.28..hmm
  11. ..hmm...i have entirely missed that text exposed in 2.25..ehh..my bad then..theoretically there can be any number of bones affecting a given vertex, however 4 bones is usually used as a compromise between quality and memory usage. The more bones you have, the more data you need to store on the GPU and transfer per vertex. If you do skinning on the CPU, on the other hand, you don't have that limitation and can use more bones if you want, but trade off is loss of speed (and its ugly ) ..
  12. ..hi guys..i really like new look of website..however, while reading those general infos about engine, I have spotted that one of information said '..up to 256 bones per character, hardware accelerated..' now im wondering...is this correct because last time if I remember correctly limit was about 59 per character, sooo..is this ..correct (256 bones per character) ? Also, if 256 bones are actually supported now, is this only for SM4 cards because i know there are difference between sm3/sm4 cards regarding how many bones can be consumed per character..so, whats the official word about it??..any feedback is welcome..
  13. ..im convinced after initial 'issues' with Bmax, you will luv it so much , especially after blending it with Blide, real pro coding environment..soon its going to be available for Eclipse, and thats a real beauty .. at least thats happen to me
  14. ..as i have had mentioned before in some other threads that MAC is really way to go..here is first signs that i was quite accurate about it.. http://www.macnn.com/articles/10/03/03/teaser.hints.at.portal.team.fortress.2/ http://www.macrumors.com/ http://www.appleinsider.com/articles/10/03/03/valves_launches_teaser_campaign_for_new_mac_version_of_steam.html ..go LE go..
  15. ..well..i will not comment is it me or not, since i know few more fellas here, who's silently working on their stuff, but as for me, game im working on right now, is going to be on PC with LE for sure, and after that PS3 (usually goes opposite, but this is first title of crew of mine, so its reasonable way to go)..whatever case may be, any game fired out will help a lot to community and Josh (financially/advertising wise), and i do encouraging everyone to do and finish games since it will be actual and real boost for entire LE society here..as for me, Ill do my best in both Game presentation and some things after game is out, but that last part is between me and Josh..
  16. well..as i said previously, its about 35 million machines available and able to run LE system..sure, those numbers are not that great if you are EA who has consumption larger than some countries yearly budgets..but none of us here is like EA and for small studios up to 25-30 folks, thats quite nice market with not much competition in area..i do believe its worth to go there..
  17. ..in my understanding of topic discussed here, option to use OGL as an API for LE is a very good choice..also, having experience with PS3 development system, I can say with confidence that native way for LE to grow is to spread on to PS3/4 console system..its naturally connected trough same API(OGL) and rendering system LE performing is just fine on PS3...also by learning entire Phyre API, i couldnt miss huge similarity with LE and class structure (both are deferred renderers)..also, financially, LE will spread way more easy on to PS3 than any other console(5 times cheaper than Wii and Xbox360), while at same time, completely same features list LE has on PC, will remain on PS3..Mac, even smaller market than PC(windows), still representing about 35 million units able to run LE just fine(if not better) than PC(win) with same GPU..also, having in mind that Mac users are actually folks who buy things for their machines, I cant see any valid reason why not spread on to Mac..just my 2 cents..
  18. ..im very convinced that after beautiful enthusiasm whats leading you to think about building an OS, you will stop thinking about making one (OS) soon as you start dealing with hardware interfacing/drivers..C++ will not be enough however..loads of assembly should be engaged for such thing..
  19. yes.. System_ ("MyExternalExe.Exe") or better use this..first type in Extern "Win32" Function WinExec (lpCmdLine:Byte Ptr, nCmdShow:Int) End Extern and then just do this WinExec("MyExternalExe.exe",10) and thats it..or if you need cross platform compatibility, you can do this openurl("MyExternalExe.exe")
  20. ..issue was on my side. Upon changing many shaders, somehow i have had old shader on place where suppose to be one i have changed/updated..so, my deepest apologize to everyone who use to be guided in wrong direction by this post of mine...i just have so many shaders/stuff floating around on dev machine so i lost track for a second..anyway, its all working now...my apologize again
  21. i havent try on Win 7 at all..but other OS'es i have listed are affected..I will do it tonight again and send you log file..
  22. ..ahh..okay..got it exported/work just fine now..it was scene rooting i had inside level hierarchy class..its working superfine now....thanks for assistance Red and Marley
  23. ..its working just fine with your water plane...mine however, persist to be white ..im wondering what went wrong...how did you create/export your plane..im really curious??
  24. ..yup..as I thought...my water plane is not good..but, im really wondering what can be exported wrong on one flat surface? hmm
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