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« Reply #14385 on: May 08, 2013, 05:03:18 PM » |
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either works I guess... I've built Dant's src so that's why I said him
also... will you PLEASE reply to one of my PMs at least let me know progress is being made on the issue
I don't know how many you sent. They probably got lost in the the sea of pms in my inbox. Ikaros, I am not rushing it, but when it gets released, I am returning to smash moveset editing
And with BB0.68b, I will do some vertex minor stuff to learn new stuff about models.
I have people asking for videos to learn how to PSA, but I just give them wves of texts as of me not owning the greatest pc or internet upload being less than 1mb.
But a new moveset tool will motivate me to come back to my favorite hobby :-)
I did psa research for almost 3 years, I am kinda knowledged of 90% of all possibilities on a moveset based on a smash character, not recreate a character from another game, but yeah, I have stated something relevant about this post probably a year ago, so no biggy :-)
BJ, I am honored to still have you around helping the smash community as of, last time I heard you were leaving to start halo hacking/modding, etc
Hope I can hear from Ikaros soon enough, but if it gets released on year 2014, I am ok with it. This modding vacations really helped me distract my mind away haha.
*slow clap* ... *clap speeds up* *applause*
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« Reply #14386 on: May 08, 2013, 05:12:16 PM » |
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I don't know how many you sent. They probably got lost in the the sea of pms in my inbox.
.3. didn't realize it was that hecktic... sorry
PM me your email... unless your email's just as bad as the PM's here >_>
what can I contact you easier with??
if SWF isn't too bad, I'll use that... I hate it over there though... it's still slow as ballz through VTunnel, and gave92's browser still ain't pretty enough to send messages with alot of text. >_<
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« Reply #14387 on: May 08, 2013, 05:14:35 PM » |
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Lol! Love that post, so exiting XD
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« Reply #14388 on: May 08, 2013, 10:22:20 PM » |
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I've officially started Ikarus and am moving the moveset stuff out of Brawlbox and into the new program.
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« Reply #14389 on: May 08, 2013, 11:10:41 PM » |
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Being a technical artist isn't my forte, so I wouldn't say I know everything about shaders, but...
Aren't shaders basically the nodes that control how lighting effects a 3D mesh? And is that not what the "shaders" in Brawlbox do?
Don't mean to beat a dead horse if that's what I'm doing, I just didn't get around to posting that when I was home 14 hours ago.
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« Reply #14390 on: May 09, 2013, 06:58:54 AM » |
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Being a technical artist isn't my forte, so I wouldn't say I know everything about shaders, but...
Aren't shaders basically the nodes that control how lighting effects a 3D mesh? And is that not what the "shaders" in Brawlbox do?
Don't mean to beat a dead horse if that's what I'm doing, I just didn't get around to posting that when I was home 14 hours ago.
shaders and (GL) TEV's do pretty much the same thing...
shaders have more advanced control over it though.
there are vertex and fragment shaders... I keep getting these mixed up on how they work, but yea, they use the GPU to modify texture and lighting affects.
vertex shaders can also be used to create geometric objects via the GPU.
I have a vertex shader that applies the bone transformations to the verts of a mesh.
fragment shaders simply finalize the display and "pretty things up"...
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« Last Edit: May 09, 2013, 07:05:30 AM by DarkPika »
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« Reply #14391 on: May 09, 2013, 01:40:41 PM » |
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BlackJax, I have something to tell you about the model importer. After quite some time of investigation, Vaanrose has pinned down the real problem with it, and what is responsible for lag and larger than should be file sizes. ... Now, I've taken Luigi back and forth between BB and Maya a dozen times, and the only thing that's different between them is the UV count. The number of edges is the same, the number of vertices is the same. But the UV count gets bloated, because every UV poly gets split away from all the others. This is a big problem because it means what should be one single texture call becomes thousands of texture calls. One for each UV. Hence the lag. Basically, it appears the importer splits UV polys when it shouldn't, and doesn't sew them. Sewing them in 3ds max or Maya before exporting to Brawlbox does not fix the problem. What I ask of you is to try to please address this as soon as you get back to Brawlbox stuff as it can benefit all model imports of all types. Before anyone else replies, no amount of "optimization" is going to help this.
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« Reply #14392 on: May 09, 2013, 02:11:05 PM » |
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The UVs aren't the source of the problem.
The increase in UV count and lag in-game is because Brawlbox only uses triangle primitives in imported MDL0 models to render. The collada exporter exports UVs using the number of facepoints (the raw vertices for each triangle), which is usually a dramatically large amount for imported models. Hence the split UVs.
Anyway, I started on various optimization functions for imported models and I'm working on making the collada exporter better, so you can look forward to that in probably v0.69.
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« Reply #14393 on: May 09, 2013, 02:49:27 PM » |
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The UVs aren't the source of the problem.
The increase in UV count and lag in-game is because Brawlbox only uses triangle primitives in imported MDL0 models to render. The collada exporter exports UVs using the number of facepoints (the raw vertices for each triangle), which is usually a dramatically large amount for imported models. Hence the split UVs.
Anyway, I started on various optimization functions for imported models and I'm working on making the collada exporter better, so you can look forward to that in probably v0.69.
and there's why I hate the collada format XDD
must I also add that not all primitive types are supported in everything that "properly" uses the collada format.
as well as various formatting techniques for 141.
this format is so irresponsibly supported among everything it makes me puke.
EDIT: and another thing to add... Blender 2.6x actually has a somewhat legit importer... I've been looking into it and compairing it with other stuff I have, and it seems to properly support the DOM.
the part about it that's not legit: while it does report errors with ANY version, when one is encountered, it scrapps the import.
it still reports an invalid texture effect ID.
my fix is to just delete the <library effects> portion, and it imports just fine. (of course with no textures)
EDIT2: lol "imports just fine" XDD I forgot, it doesn't get the rig
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« Last Edit: May 09, 2013, 03:00:08 PM by DarkPika »
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« Reply #14394 on: May 09, 2013, 04:32:08 PM » |
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Is The Pretty Much The Same Thing As BrawlBox? X3
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« Reply #14395 on: May 09, 2013, 04:38:53 PM » |
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Is The Pretty Much The Same Thing As BrawlBox? X3
wat
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« Reply #14396 on: May 09, 2013, 04:40:08 PM » |
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« Reply #14397 on: May 09, 2013, 08:05:48 PM » |
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I think... I think that they are replying to a post from ages ago that asked for names for Ikarus.
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At some point, you just have to bend down and tie your shoelaces.
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« Reply #14398 on: May 10, 2013, 03:30:51 AM » |
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Whenever I edit a Colors brres, and save it, and open it again and load up a model in the model viewer, it crashes. It does so every time. [Edit] I found out that the crash happens whenever I open the AnmSCN tab. When I remove it it loads fine. The corrupted SCN0 files cause this to appear: http://puu.sh/2QtRh.jpg
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« Last Edit: May 10, 2013, 03:41:17 AM by thegameexplorer »
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