Sounds like a fairly mediocre time for a trip to Disneyland. First-world problems at work!
Last time I was at Disneyland, I was too young to remember it properly. So I've never really been able to experience all that. Sounds like a place I would have fun at, though. Maybe someday.
And see, people? This is how you learn how someone's day went. Non-generic questions.
So I've got the GIF encoder working as best as possible.
(I made two other gifs as tests and they were fine but they were too large to upload so yeah)
Here's the deal. The following things can greatly increase the wait time to encode the gif: - More frames - Bigger image dimensions - Higher render quality
I have a lot of patience. Expect super-complex GIFs!
...If I ever get around to fiddling with it after release.
It's like the UVs are screwed up there or something, but that's the original model.
Only at a certain, close distance, did the texture display properly.
Also at a certain, close distance, the screenshot I tried to take from BrawlBox turned up black. Not sure if that's even related. Didn't test to see what the cause was. But anywho, I need to get to bed. Got some bug hunting to do in the morrow that has nothing to do with BrawlBox.
Yep. I have absolutely no knowledge on how to conveniently model what I want; I've been editing planes and spheres vertex by vertex so far which is incredibly time consuming. So I'm going to switch to Maya as soon as summer starts and teach myself how to model. :O
oh well, there still much to do... I am using the optimization by hand as someone told me to in the WIP workshop; so this is taking foreveeeeer ;-;
It will take a while, but the results will be worth it. This way you don't have to worry about weird deformations and open seams in the model, because you actually have control over which verts go and which ones stay.