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« Reply #240 on: December 18, 2011, 02:36:53 PM » |
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It's not because of vertex count exactly. I know that for a fact cuz one of my imports didn't work until I reduced the texture sizes. (and it had a lot of vertices)
Isn't there a max size as to how big can the .PNG for the textures be, though?
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« Reply #241 on: December 18, 2011, 02:40:31 PM » |
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Isn't there a max size as to how big can the .PNG for the textures be, though?
1024 x 1024
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« Reply #242 on: December 18, 2011, 02:43:45 PM » |
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1024 x 1024
And were you over that size when this happened?
It's not because of vertex count exactly. I know that for a fact cuz one of my imports didn't work until I reduced the texture sizes. (and it had a lot of vertices)
Or are you saying you had to go for a size smaller than 1024x1024?
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« Reply #243 on: December 18, 2011, 02:45:27 PM » |
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And were you over that size when this happened?
Or are you saying you had to go for a size smaller than 1024x1024?
The images were originally 512 x 512 or smaller. I had to reduce them by about 2x the original size.
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« Reply #244 on: December 18, 2011, 02:46:21 PM » |
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The images were originally 512 x 512 or smaller. I had to reduce them by about 2x the original size. And the vertices count was smaller than the character that model was going over? ._.
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« Reply #245 on: December 18, 2011, 02:50:31 PM » |
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And the vertices count was smaller than the character that model was going over? ._.
Nope, but it worked.
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« Reply #246 on: December 18, 2011, 02:52:31 PM » |
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Nope, but it worked.
So, you risked texture space for more vertices, in other words...
I don't like the idea of having more vertices than the original thing, as I think it could lag in a 4vs4 against certain characters...
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« Reply #247 on: December 18, 2011, 09:03:37 PM » |
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Yup, according to Roo's snapshots, Flan looks great and so does Yoko. Someday I'd like to see a video of Yoko.
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« Reply #248 on: December 18, 2011, 09:12:08 PM » |
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Yup, according to Roo's snapshots, Flan looks great and so does Yoko. Someday I'd like to see a video of Yoko.
Yep, imma make a vid when she's done. Right now, the whole ponytail is only rigged to the first ponytail bone, and it looks a little bit odd. I wanna try to see if I can drag the bones to fit the ponytail, rig it, and then fix it to work, even if I have to code stuff to do it. Sure it won't be wifi-safe, but why the hell would anybody be hacking on wifi in the first place?
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« Reply #249 on: December 18, 2011, 10:05:49 PM » |
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Exactly, hacking in Wifi is pointless. The whole idea of hacking is for fun. Which is why I'd also love it if Miku had pigtail bones.
Does this mean Yoko won't be oneslot?
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« Reply #250 on: December 18, 2011, 10:12:04 PM » |
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Exactly, hacking in Wifi is pointless. The whole idea of hacking is for fun. Which is why I'd also love it if Miku had pigtail bones.
Does this mean Yoko won't be oneslot?
I have an idea on how to make it one-slot, but I don't know if it'll break the ponytail wind physics or not.
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« Reply #251 on: December 18, 2011, 10:14:23 PM » |
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Hmmm, that's a good point to consider, but I'm sure you'll figure it out.
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« Reply #252 on: December 18, 2011, 10:25:16 PM » |
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Hmmm, that's a good point to consider, but I'm sure you'll figure it out. I just checked the motionetc of ZSS, and the ponytail isn't animated on any animations. That means my idea should work. I'll only try it out once I have the model finished though, so I can revert what I've done just in case.
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« Reply #253 on: December 18, 2011, 10:37:58 PM » |
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Yeah, if it isn't animated at all in the motion file, it should work. I don't think it'll fail.
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« Reply #254 on: December 19, 2011, 12:58:25 AM » |
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[censored]ing epic! She's gonna be a great first blog post on LST.
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