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« Reply #14895 on: July 14, 2013, 09:59:51 PM » |
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render and tristripper
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« Reply #14896 on: July 14, 2013, 10:04:24 PM » |
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Will that last option fix the rotation tool's finickiness?
Nope, needs quaternions, already went over this. I'm still researching how to use quaternions; I can't get them to work just right. Although it's not a huge task, so that's why I don't have it up there. I'm sure I'll get it working soon. i choose the rendering shaders in BB one. that seems like somthing we could use since its pretty tedious having to keep reimporting into the game/dolphin just to check out shine quality and stuff like that. the tristripper we dont really need since u can lower ur models poly count in 3ds max by just deleted rows of edges in the edit poly modifier which dosent ruin the geometry of the model like the proptimize modifier does
True, but you can vote for two options and triangle optimization isn't a bad idea, since it frees up space for approximately 3x as many vertices.
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« Reply #14897 on: July 14, 2013, 11:55:03 PM » |
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render threestrippers
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« Reply #14898 on: July 15, 2013, 03:33:48 AM » |
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Tangnet editing on animation is my first choice!
the next choice would be shading or trishipper
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Stupid Tinypic :C
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« Reply #14899 on: July 15, 2013, 04:14:24 AM » |
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You know what I'm gonna choose; the tristripper/trifanner. Model imports will be better overall, we'll be able to up the poly count of our imports AND have less lag for said models and stages. No more compensating for that issue by lowering the edge/poly count and making the model look worse. i choose the rendering shaders in BB one. that seems like somthing we could use since its pretty tedious having to keep reimporting into the game/dolphin just to check out shine quality and stuff like that. the tristripper we dont really need since u can lower ur models poly count in 3ds max by just deleted rows of edges in the edit poly modifier which dosent ruin the geometry of the model like the proptimize modifier does
You'd have to lower the poly count by a lot to adequately compensate for the current model importer's problem; You need to be at about 2/3 the edge/tri count of the original char to truly compensate and have guaranteed laglessness.
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« Last Edit: July 15, 2013, 04:21:19 AM by Eternal Yoshi »
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« Reply #14900 on: July 15, 2013, 10:45:11 AM » |
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I voted Tristripper/Trifanner and REL/DOL editing.
We need higher quality models with little to no lag, and the ability to add things like projectiles and Special Grabs to characters. =P And if I had the money I'd give you a $5 through $10 donation...
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« Reply #14901 on: July 15, 2013, 11:43:43 AM » |
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shouldnt rel editting be part of ikarus? (at least character rels)
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« Reply #14902 on: July 15, 2013, 02:39:54 PM » |
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shouldnt rel editting be part of ikarus? (at least character rels)
who says brbx can't be a general script editor?? Ikarus is a logic editor, though I do agree it should have script support :/ but turning it into a full-out script editor would confuse things a little...
anyways, BJ found a bug with BRSTM creation... not sure if fixed :/
when selecting the wav for the new BRSTM and clicking 'play' on the creation dialog, you get an error.
EDIT: I voted for Advanced texturing and scripts btw... though I also put an extra one for the Tangent Animation editor (very useful)
EDIT2: forget the bug report... it's my machine... just tried version 0.67b and it did the same thing... I probably need to reset my sound driver... heh
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« Last Edit: July 15, 2013, 02:51:12 PM by DarkPika »
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« Reply #14903 on: July 16, 2013, 08:47:00 AM » |
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i also tough rel editing would be part of ikarus and not bb since the rel is all about the moveset and not the models if we could rel edit we could finaly maybe find out how to add new projectiles and such
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« Reply #14904 on: July 16, 2013, 09:23:21 AM » |
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i also tough rel editing would be part of ikarus and not bb since the rel is all about the moveset and not the models if we could rel edit we could finaly maybe find out how to add new projectiles and such
that's exactly why I say script support
keep in mind REL deals with the entire API, not just characters...
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« Reply #14905 on: July 16, 2013, 11:22:03 AM » |
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Do you guys plan on editing rels from games like MKWii in a Brawl-specific program?
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« Reply #14906 on: July 16, 2013, 11:30:46 AM » |
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Do you guys plan on editing rels from games like MKWii in a Brawl-specific program? what? i didnt even know mkwii had rels lol i just want to be able to edit char and stage rels to add articles and damage on stages
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« Reply #14907 on: July 16, 2013, 11:36:47 AM » |
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Ikarus will probably (not guaranteed) have character-specific rel editing support, and Brawlbox will have full rel support.
If I get to it that is. It looks like it's not top priority right now.
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« Reply #14909 on: July 16, 2013, 04:28:59 PM » |
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Better DAE support? <shot>
Will the tristripper interfere with Mario Kart Wii?
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