Jump to content

paramecij

Members
  • Posts

    291
  • Joined

  • Last visited

Posts posted by paramecij

  1. Unwrap3D is not required, and I'm sorry you were given that advice. However, if you want to buy it I would encourage you to either contact Brad Bolthouse, or see if you can work something out through an intermediary.

    Ok i'm sorry and I appologize for my selection of words, didn't want to sound so harsh.. but it's a thing of frustration for me, and people here are really rubbing it to my face :D

    I have tried to buy UU3D numerous times (over the span 12+ months) , the payment went through - my funds were withdrawn (he was using paypal, why wouldn't it accept orders?), and I received a refund a couple of days later .. now the buy page isn't even working (maybe he blocked whole IP ranges?).. I emailed Brad many times (10+), got no answer whatsoever... tried to ask somebody in the US to buy it for me, but people are too untrusting and i'm not even sure if this is legal or allowed by Brad..

  2. Crytek has their own physics system, so who knows.

     

    For individual entities, scaling will be done by internally recreating different physics shapes to the specified scale.

    This is rather simple to do even now ( I just re-create the convex-hulls from mesh surfaces on load time based on scale parameter ), but it doesn't allow for true dynamic scaling of physical objects, at best you can switch to the nearest pre-scaled body in chain, which doesn't play nice with an ongoing physical simulation

  3. You either have to make the models bigger (easy), or modify the shaders to draw them bigger (harder) ... The max height and slope in the editor refers to terrain elevation the vegetation layers starts and stops showing (so you don't have tall trees on top of mountains and below sea level)

  4. you can buy uu3d only from specific countries, if you're lucky enough that's your best option.. but i've found fragmotion to work well animated .x files (static also), .dae doesn't work all that great in many different apps from my experience, fbx is much better now, but for animated models I use .smd format (half-life2) because I found it to best most reliable with different apps for me ..

  5. I thought the YouTube videos, etc were all fake when I started noticing them about a month ago.

     

    The point being, if this thing has only recently been spotted, then maybe the distance between us and it is reducing?

     

    unexplained shrinking of puddles..? Wha..!? I thought you realised this article was a joke describing our sun and it's effect on earth, and were just playing silly,... now i'm not so sure... :(

  6. I've played around with the trial version and i'm impressed. Once you create a few agents and draw out some FSMs and attach them simple scripts you start to get the hang of it and then when you see it all working in the sandbox you start to appreciate the potential this could give you (and the hairpulling late night coding and debuging it would save you).. All this is great, and even more great is Pixels work into releasing integration tools for free.. But sadly they don't give much info on integrating it to your engine or the c++ API in the trial (did i miss it somewhere?) .. What sold me to leadwerks was a look at the API wiki (best engine api i've seen, doesn't get into the way of my coding..), and then I checked the trial version to see if all was working on my machine and this was it :P ...

     

    So i guess i'll wait a bit more for Pixels reports (if he'll continue to be kind enough) about integration, the c++ API and performance with LE, since i missed the promo price anyway.. :)

  7. While converting some of my animated assets to GMF via the fbx2gmf, I noticed some of the leaf bones get pruned.. one of those pruned bones controls bullet shell ejecting (while the other two didn't get pruned -what gives?(they are also without child bones and have the same parent) ), other missing bones are mainly position placeholders (firespot, gunsmoke, etc..) and aren't as important ... so

    ...what exactly are leaf bones? why do they get pruned? how can I get around this?

  8. Very nice! You made the whole model in max? Or did you also sculpt on it with mudbox/zbrush or similar app? .. I'm not sure how I'd start on a model like this - a brief overview of how you did it would be most welcome :D

     

     

    @Aily: I agree that it's too dark, but most people DO have badly set-up monitors (maybe Ywa as well)..

  9. Yeah, that's the biggest problem I had when I switched to VS2010.. had to re-compile most of the libs, which sometimes proved to be a bigger challenge than I thought (that's why I still have the previous VS installed) .. but I had some show-stopper errors, this one is just for the missing debug info (i think) so I don't think it makes a difference for the release build..

  10. Yeah that's the biggest problem for me right now, getting functional animated models to GMF.. Here are some things you can check from the top of my head:

    - exporter supports only skin and not physique (and no morphing)

    - select ONLY the skinned object and not the bones (while using the export selected option)

    - make sure skin is the topmost modifier

    - if you're in editable mesh put edit poly modifier on top (and below skin)

    - you must have a proper material to view the skinned model correctly (in your .mat files you must use a shader that has '_skin' in it)

    - try to reset your transforms

    - sometimes you can't see nothing in modelviewer or maybe just the hierarchy but no mesh, because of the big scale, but if you scale it down in game it works fine

     

    - when exporting to .fbx use version 2010 binary and turn off curve filters, resample, etc, but leave animation and skins on...

    - always import the exported .fbx back into max, to check if the files has been properly exported and sometimes you'll be able to figure out what's causing the problem this way

     

    Hope some of this helps, but first i'd try exporting with just the mesh selected and checked your .mat files to use skin shaders (judging from your pic)

  11. What if you could put together your own pack from single items? It's unlikely somebody needs just one model, so I think this could be more interesting.. for example you have a pack which consists of 10 buildings, 25 props and 5 characters a user can select from your entire catalog (mix & match) for a fixed price,.. and you could then have custom packs of different sizes or types of (you could still have a 'pack' of single item).. what do you think?

  12. Yeah I know, It was just wishful thinking because i'm having such a hard time obtaining some decent (or any kind of) hands+guns that I can convert to LE for one of my projects.. I'm no artist and i'm only starting to learn modeling and animating and while I can pretty much make anything else myself already, good animated characters that look cool are still out of my league..

     

    But i'll take this opportunity to say your vegetation packs are quite good, been using them for some time now (had to do a few tweaks though - pine textures, made collision meshes from trunk only, and I think a few were off scale, but it was no problem since you also provided the sources..). I'm looking forward to what you'll do next, i'm sure it will be quality stuff!

     

    Good luck, but my vote still goes for fps hands and or animated characters :)

  13. I know. If it just takes a long time and there's no getting around that, thats fine, what I meant was

    ...bcrypt is setup to be slow (complex) on purpose...

    If it was made to be slow on purpose (artificialy), it could perhaps be made much more optimized (while obtaining the same result ofcourse).. haven't read up on the algorithm so I was just going from the way you described it..

  14. Yeah very nice assets, .. Too bad the player movement will probably be as bad as in the first Operation Flashpoint all those many years ago

  15. But couldn't some clever hacker simply write a faster version of this hashing function? If it's built on purpose to be slow it's more likely it can be optimized? .. but i agree making it hard and not worthwhile is the most effective thing one can do to battle hacking and piracy

  16. Well I think i figured it out.. I need to do a couple tests more to be sure, but it seems if I leave windows running for too long there's some weird time related issue, i know timeGetTime() wraps around after 49 days, but I didn't have it running for so long.. there's also known issues with QueryPerformanceCounter and laptops, which throttle down the CPU to save battery power, which can give inaccurate readings.. I remember running into similar problems in the past (not with LE), but this is on a different laptop almost on a fresh windows install, the only thing in common I think is that I had windows running for a few days and things went bonkers (in a similar fashion) and after a restart, all was back to normal...

×
×
  • Create New...