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Naughty Alien

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Posts posted by Naughty Alien

  1. ..nice work..however, im not 'buying' those 300$ budget enough for all those folks on scene..other than that .. nice work .. nice example that eventually with relatively small and affordable money and some imagination, its possible to do same things in 3D games world, and got picked by some big publisher and make your fortune.. :D

  2. ..hi macklebee...im not using editor..actually im just familiarizing myself with 2.3 trough framework since i never used it, so i can adopt my stuff easier after i see how everything works..basically I was asking about layers because it seems they are worlds so i wanna throw my particles(heat haze, or ice blocks with animated melting refraction, etc) on to proper place later..so I just wanted to see how its done in framewerk.. :)..so far i am VERY happy what i see, especially speed wise..its way faster than 2.23 I used before..nice so far..

  3. ..ahh..i see..thanks Lumooja..now it makes sense..and works too :) .. one questions about this 'layers' exposed in framework..layers are actually, how i can see from source, specific worlds used for rendering? therefore, i should use them to switch between worlds i have to load in geometry or particles , etc?

  4. ..hi guys..right now, im slowly converting my stuff to 2.3 .. also im playing a bit with framewerk so I wanted to ask something about distance fog..so, if I do this

    fw.renderer.SetDistanceFog(1)

    fw.renderer.SetDistanceFogRange(Vec2(0, 10))

     

    I guess every object within range 0-10 should be visible, while objects with distance bigger than 10 should be invisible because of fog?? So far, as i can see, fog doesnt behave on that way..am I missing some parameters here ?

  5. 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 ;)

  6. ..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..

  7. ..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 ;)

  8. ..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..

  9. ..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..

  10. ..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?

  11. ..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..

  12. ..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..

  13. ..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??

  14. ..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?

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