I'm busily applying to game industry jobs lately, but I'd love to find time at some point to experiment with different file formats or wrangle Collada format into doing better interpolations.
DarkPika: I haven't tried the output models with Blender yet, though I totally should! Blender is my usual go-to tool for 3D modeling since I've not got 3ds Max or Maya either. ----- ALSO I've made that tutorial now, and linked to it on the initial post. The risk of bodily harm via getting limbs caught in your disk drive with my software might just be at an all time low thanks to this recent development!
I can verify this though you're wrong about the 3DS part
I have 3DS installed... I just don't like using it... nor do I really know how... same goes for XSI as well XD
I wanna get Maya again though ;_; (lost it when my 160GB HDD went RAW) ^ I did not know about Recuva at the time, and lost practically everything except a portion of my music...
anyways... I agree with MarioDK... we do need to find a better format >_>
perhapse we could mod the OBJ format :/ ... wait... I'm thinking of for UMC and Blender... (both can have the mod easily implamented)
just to let you guys know, I will no longer be hosting UMC on Google Code. I am moving the repository to GitHub upon dev5's release.
GitHub had a more user-friendly and pre-updated interface that I can even update while on my wii they also have a local program which can easily sync with their repository, so code commits will be alot easier... and finally, you can easily download the whole repository as a zip. (unlike G-Code, you don't need an SVN downloader to obtain a src) ^ for me, I won't have to download a src 1 file at a time. D:
as for current progress: I'm looking into IPython, Live Coding, PyStream, and GLEW.
GLEW will allow the usage of today's OpenGL standards (unlike the old slower FFP standards I was using previously)
PyStream will allow the use of GLSL Shaders written in Python
Live Coding will allow active edits to UMC's code while it is running
IPython will allow interactivity with UMC's code from it's console. (this is for developers who want to use UMC's console as if it was ran through IDLE) ^ this could greatly improve UMC's development rate with real-time coding
that being said, since I've found both Live Coding and IPython, my idea for UMC Devel mode can actually be implamented now =D
Devel mode can be actively switched on or off... when entering Devel mode, those 2 additions will be activated and you can immediatly start development on UMC yourself
if the UPDATE module is installed, you will also have the ability to commit your edits to my server. a built-in IDE will be able to assist you with continuously updated code. (it's like you're editing UMC's src right off the server) ^ safety checks will be made to make sure you can't just up and delete the entire src file or important parts from it.
NOTE: the UPDATE add-on for UMC hasn't even made it into development. the console app has to be made first...
Devel mode will not be available upon the first (and possibly the 2nd) release of the console app.
EDIT: oh yea... I'm also switching from SDL to Qt.
with Qt, I'll have alot more control over how UMC can manage windows.
I just put together a short tutorial on using BrawlLib in Ruby or Python! http://forums.kc-mm.com/index.php?topic=59961.0 It's not very detailed, but hopefully it can help people make some quick scripts to do things.
that's actually pretty neat I could use that to run test compairisons in building my Dolphin library thanx
@BJ: that's what I'm talking about. it's just like with Python's traceback on the stack trace... a logger would be able to tell you what led up to that event on what you did to get there.
I know you're gonna hate me for saying this... but might I suggest implamenting a logger :/
I know that helped me out when I was in a real fix and data being read in files was jumping everywhere for no explained reason... I fixed it though because I did that
while rebuilding UMC's internal interface, I had to reconsider a few things which would have screwed up the SES revisioning... mainly the vector space coordinates and such...
if I could ask for some input from other people to help me finish my notes, it would very much help out.
Verts: [ X, Y, Z, W ] Normals: [ I, J, K, L or H (pending) ] BiNormals: [ ? ] [ BI, BJ, BK ] Tangents: [ ? ] [ TI, TJ, TK ] UVs: [ S, T, R, Q ]
could I request a prev/next frame when paused. (I have shots of another stage I want to post to the melee community) ^ they're in the opening thp, I don't actually have them XDD
alright and yeh, I typically don't like that layout... (had my experience with Visual Studio and reset it)
I like starting with a new layout upon opening the program, and then if I want to load a recent session, just select it from the File menu. (like the past 4 sessions or so)
are you going to do the advanced stuff like with Visual Studio or Blender where you can save a session file of your work?? (the windowing info, undo buffer, and everything needed)
2: I thought dev4 already had the Python272 folder in the data directory... guess not ._. I'll have to note that... thanx
3: once the GL window appears, use Ctrl+(I/E) to import/export a model.
dev4 is very basic, so it doesn't support materials and textures...
viewing control is also limited... I'm working on my last working build to improve the viewer control and add basic material and texture support... (just a little piece of candy while I work on dev5)
doesn't dev4 have a readme?? (I could've sworn I listed the controls in dev4)
after downloading it. My laptop says it is not commonly downloaded and could be dangerous.
that's because it was uploaded for me and windows 7 is stupid XD
Diddy Kong is the one who ULd it because I asked him to build it.
what does the EXE do? edit the BAT file in notepad. it's those exact same commands I gave him Post Merge: May 30, 2013, 04:05:32 PMupdated the OP with alot more info