|
|
« Reply #60 on: October 06, 2011, 05:29:06 PM » |
|
Nice! I'll look forward to it. Don't give up!
|
|
|
Logged
|
I lost EVERYTHING from my DropBox storage due to the server crashing, so I no longer have my hacks on the Vault... Sorry!
|
|
|
|
|
|
|
|
« Reply #63 on: October 13, 2011, 01:57:17 PM » |
|
gathering ideas for UMC 3.0a:
animation types: CHR0 - ACTION SHP0 - SHAPE CLR0 - COLOR - OBJECT (IPO) PAT0 - TEX_SWITCH SRT0 - TEX_MOTION VIS0 - VISABILITY
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #64 on: October 13, 2011, 02:01:35 PM » |
|
Hey, TCLL, would you mind looking at a DAE for me? I want to know if it's triangulated, etc. etc., and ready for the UMC.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #65 on: October 13, 2011, 02:16:50 PM » |
|
Hey, TCLL, would you mind looking at a DAE for me? I want to know if it's triangulated, etc. etc., and ready for the UMC. what?? UMC is still in re-development...
I can't seem to get any help in creating the GUI I want >_>
however... when it's finished, weather a DAE is triangulated or not won't matter
I'm still looking into converting triangles to polygons >_> (it uses less data)
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #66 on: October 13, 2011, 02:18:16 PM » |
|
Okay, I wanted to know because I made the DAE in Blender, so I was curious.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #67 on: October 13, 2011, 02:21:36 PM » |
|
Okay, I wanted to know because I made the DAE in Blender, so I was curious. ah ok...
you're prbly using 2.5x then >_> exporter uses 141 format and prbly triangulates them...
although I think it's based on if the model's triangulated in the editor <_<
EDIT: OMG I HATE THIS FORUM >:O the troll tried to get me again D:<
luckilly I copy every post I type (on compy) before posting
|
|
« Last Edit: October 13, 2011, 02:23:30 PM by Tcll »
|
Logged
|
|
|
|
|
|
|
« Reply #68 on: October 13, 2011, 02:29:56 PM » |
|
Okay, so then it might work. Okay, good. Thanks a lot.
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #69 on: October 13, 2011, 02:36:17 PM » |
|
ah I found what I was looking for to a reply on my MDL0 resource discussion thread about importing models...
this was current progress posted since my unreleased 2.6d converter: (couldn't release due to unfair home owners not allowing me net (my compy's in storage as of now)) UMC
I need to name the images with the converter version... eh heh
|
|
« Last Edit: April 07, 2023, 04:16:31 PM by DarkPikachu »
|
Logged
|
|
|
|
|
|
|
« Reply #70 on: October 13, 2011, 05:13:16 PM » |
|
So how's it going?
|
|
|
Logged
|
|
|
|
|
|
|
« Reply #71 on: October 14, 2011, 10:29:57 AM » |
|
not so well
I can't seem to get any help on structuring this... this is my current GUI design:
alright so in the model conversion side, the top scrollbox is for the conversion methods... the bottom scrollbox is for the conversion/plugin settings
the animation side is the same, but the only difference is you can import multiple files (of the same type)
the scrollbars will only show if the settings extend past the box height
the bottom window is for the viewer options. if you use Quick3D Pro, then you'll know what I mean... if not, see spoiler:
^I'll have something similar to that
the top bar is still pending >_> (maybe I'll give it a few checkboxes like Brbx)
the 2 internal windows are for model and anim info
the top right button shrinks the full view to the current viewport the top left button is pending (maybe collapse all)
the top expandable bar you see is for default conversion and theme settings (if you modify the theme from gray to red, you can save it and set it as the default theme option)
also... when I was talking about shrinking the view to the viewport, what I mean is the bars are transparent (to a set value)... what they do when expanded is overlay the model. (meaning you see the model behind the bar)
the options bar (very top) just simply pushes the GUI below the viewport. (you still see the model behind the settings)
try doing that with a windows style GUI
|
|
« Last Edit: April 07, 2023, 04:22:32 PM by DarkPikachu »
|
Logged
|
|
|
|
|
|
|
|
|
« Reply #74 on: October 18, 2011, 12:25:37 PM » |
|
well... I'm still unable to fix the prob... but I'm not going to let these slight GUI mishaps keep me from perfecting my converter >:3
I've just finished the design of the option bar... but I need to define a material rather than use an OGL color >_>
|
|
|
Logged
|
|
|
|
|
|