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Naughty Alien

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Everything posted by Naughty Alien

  1. hehe..ArBuZ, ill try later on other machine, more powerful to see how is it going... thank you for kind support .. as for all entire level on scene, I dont think so that everything is rendered all time..i do have some sort of rendering manager what will store specific data during loading time, and then according to that manage visible/non visible objects for rendering, including corresponding LOD references im storing separately..I just wanted to explore posibility of exporting one big file at once, thats all..by the way, Omid, do you have link for that exporter you referring to?? I guess exporter will do 'one by one export' and not me myself by hand
  2. ..i have successfuly exported such scenes(and bigger) before..given level i have already exported(by chunks I mentioned before...now i just testing ability to export as one GMF instead of multiple) and its running on 7600 at 28 FPS so it is not issue...its all about conversion...second thing, exporting boxes and custom made shapes are not same...again..B3D exporter simply with no issues export whole level without mistake..i load that B3D in to U3D and its there all in one just fine...i havent try to export from U3D because im using demo version just for sake of testing, so i cant confirm..
  3. ..well..it happen same as when I just export manually as FBX and drag'n drop on to converter...it just create GMF file with size of few bytes (64 or 16, cant remember)..
  4. ..nope..its not same animation..dummy contain only translation/rotation keys and nothing else..no skinning and so on..and my point is, instead of running trough code, its way easier to attach it and use just one single call for animate them both..use of such approach you can appreciate A LOT when you try to do audio syncing with your characters as well as lipsync..but i'll let you discover that on your own you will remember meee
  5. ..nope..poly count is not a limit...i have exported entire level in to B3D format (testing exactly poly limit per object) and B3D has such limitation per object...so..entire level successfuly exported as one file in B3D and loaded in to UU3D just to be sure that its ok and it seems to be just fine...but when i try to convert to gmf, simply fail with error I show...so..poly limit per object is not an issue for sure..
  6. ..yup..it seems that its about number of objects exported at once..hmm..it seems that limit vary between 110-150 objects at once..at least in my case here..
  7. ..level is about 200K polys so its not that much..previously, i did that and exported it as a chunks, but im looking for solution to simply load one file...
  8. ..hi ArBuZ..im not using it because it doesnt work..or I may be doing something very wrong..anyway, if you have some detailed description 'how to' i would follow..so far, every FBX format i try, doesnt convert in to GMF, and thats including your exporter..im not sure how big files you guys use to convert, but my level has 4300 objects on scene, roughly..anyway, let me know if there are some specific FBX settings for export, before actual FBX2GMF conversion is called..feel free to explain for both, max8 or 9..ill try on both..
  9. ..i would like to know, also, what does it mean this error message, during conversion of static geometry (I wanted to try B3D2GMF)..what this error pointing on to ?
  10. ..hmm...when i export to OBJ and then OBJ to GMF i got..nothing..nothing converted at all..no file..
  11. ..i would like to know, what FBX settings you guys use for export of your static geometry, as well as animated meshes..im not quite sure what is the correct settings and so far I havent export anything from 3dsmax as a FBX that works..I mean...what FBX version you use (FBX200900, FBX200611, ...) and what format, binary or ascii?? Im using 3dsmax 9..every attempt to convert exported FBX to GMF resulted with GMF file , 65 bytes heavy, out of 61 MB FBX exported from max..its must be about FBX exporter/settings i guess...any tip?
  12. ..dummy will start 100% at same location and end 100% at same location as requested because its extracted from original character animation..so it has same number of animated keys as character, and there is no way to start or end before or after..dummy you have to create after your character in motion animation is done. Second problem you may experience if you plain moving character in space is occlusion..it may happen that your character will dissapear from sight in some situations, if camera is between 0,0,0 and your character while character move further and further from 0,0,0...on way i suggested, its all working just fine, with no issues of any kind...give it a go and you will see...quite easy setup basically..
  13. ..simply create dummy (im talking about 3dsmax), and just keyframe it over already existing character animation(translation/rotation), based on any bone of your character or COG, depending what you want to use...then export it separate from your character and play in parallel with character animation. Character in this case should be positioned in 3dsmax at 0,0,0 with no motion, while motion will came from dummy. so, just parent it to exported dummy(and belonging collider) and stuff works like a charm...i can post some of my cut scenes to see this in action if you want..
  14. ..im not quite sure for use of this since everything can be done just by animation tool (3dsmax or whatever you use), including moving appropriate collider..
  15. ..i see..i dont know why you dropped such things from Bmax, but anyway, ill use whats available...another thing is that I have noticed slight changes in buffers creation...so, i would like to know, is there any sort of comparison list so i can clearly see difference between 2.3 and previous versions, if any??
  16. ..hi guys..is there any changes happen regarding turning on/off AppLogMode() in LE 2.3 ? By simply adding AppLogMode(1) or AppLogMode(0) giving me an error >>Compile Error: Identifier 'AppLogMode' not found<< . In previous versions working just fine..am I missing something?
  17. ..okay..I did it , over Google...Paypal rejected me again because they dont have 'Add Funds' option for bank credit card is attached to...crazy..anyway, I have used my old Gmail account with google, but my name is not exposed on credit card as I told you before, so please, register it under my name and I will send you all necessary details from my gmail as a confirmation that its me..thank you and im sorry for this mess..it was really outside of my hands..
  18. ..i have finally got my Paypal account registered (dont ask me why it took so long (almost 3 weeks!), since i have no idea)..so i wanted to upgrade my LE copy today but paypal link has been removed and left google one again..Josh, do you mind to give me paypal link now if still exist??
  19. ..hmm..i thought current version of LE is dependant on to version of Bmax used to compile module..ill give it a go..
  20. ..hi guys..im about to upgrade my stuff from 2.23 to 2.28..so, what version of Bmax should I use for 2.28?
  21. ..nope..im not using framewerk..but you did answer my question..i just forgot to update my foreground world camera..thats all...thanks for reply guys..
  22. ..im wondering what is relationship between camerazoom and foreground worl I create..im asking because, if i set camerazoom different than default(1), every entity belong to Foreground world is displaced, and not on proper, original place (particles, fire, water, etc..)..so, what should I take a look at in order to fix this issue?
  23. ..why package SDK is not implemented instead??
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