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Messages - Malasieno

Pages: 1 [2]
16
Feature requests, suggestions / Line Connecting Waypoints
« on: July 20, 2006, 01:04:43 AM »
Hello,

I would like to introduce a request about waypoints to Mnemonic:
It would be usefull IMHO to show a graphic line connection of all waypoints, or at least, of a chosen group of waypoints.
This could help to easy visualize, in complex scenes, if waypoints see each other or not.

What do you think?

17
Technical forum / Waypoints
« on: July 19, 2006, 01:05:25 AM »
Hello,

I have a question about the waypoints use.
One of my rooms is very large and has a lot of entities. To have a correct z depth i had to put many walkable areas and now i have so many waypoints.
My actor now have a long delay time when choses the best way to follow to go from one place to another.

Is there some standard way to put waypoints or to optimize their quantity?

Thanks.

18
i'm 34 and i live in Italy.
I work as 3d and special fx animator, and when i'm not losed in million-polys render or blue screen rooms i compose music for tv or theatre.

I like Monkey island 2, beneath a steel sky and Quake 2.

 ;D

19
Feature requests, suggestions / Re: 3D characters discussion
« on: May 25, 2006, 01:27:09 AM »
Well...  i've read some articles about it's use in Doom3 and moreover i've unpacked the .pk4 files of Doom3 and i found files in md5mesh, md5anim and LWO format. LWO that loads perfectly into the lightwave modeler.

http://www.doom3world.org/phpbb2/viewtopic.php?t=2884
http://www.doom3world.org/phpbb2/viewtopic.php?t=5474
http://www.newtek.com/lightwave/developer/LW80/8lwsdk/docs/filefmts/lwo2.html
http://www.newtek.com/lightwave/developer/LW80/8lwsdk/docs/filefmts/lwsc.html

i'm not a coder and perhaps you already know this, but i hope it helps in general.

20
Feature requests, suggestions / Re: 3D characters discussion
« on: May 24, 2006, 03:43:01 AM »
Lightwave object format (LWO) and Lightwave Scene format (LWS) seems to be open to public use. In the Newtek site it's very well documented.  If i remember corretly it was directly used in Half Life or Doom 3 and at present time it is the native format of an external modeler tool not pruduced by newtek called Modo.

21
Technical forum / Re: Entity+Theora=?
« on: May 22, 2006, 02:33:00 PM »
v 0.16

22
Technical forum / Re: Entity+Theora=?
« on: May 22, 2006, 01:10:21 PM »
Right! it's a conversion error. But there is something more.

When i launch ffmeg2theora it returns this:

Input #0, avi, from 'compo.avi':
Duration: 00:00:06.0, start: 0.000000, bitrate: 554 kb/s
Stream #0.0, 25.00 fps(r): Video: cinepak, yuv420p, 79x82
Resize: 79x82
0:00:06.00 audio: 0kbps video: 45kbps

As you can see ffmpeg2theora itself tells me that the file .OGG is at 79x82 pixel, but it's not true.
If i try to resize the file with ffmpeg2thora again into 79x82 it returns the output size must be a multiple of 8.

So at last FFMPEG2THEORA changes the pixelsize without notice.

thanks.

23
Technical forum / Entity+Theora=?
« on: May 22, 2006, 03:25:51 AM »
Hello,
Doing my steps into WME scripting i found something i hope you can explain to me.

i've created a TEST scene and, with scene editor, i've made an empty entity called "schermo" to use it with script.

I've made a 3d animation of 150 frames in 79x82 pixels compressed in theora format called "compo.ogg" and an alpha picture in the same pixel size called "alpha.tga"

this is how i scripted schermo.script:

Code: [Select]
on "Take"
{
  actor.GoToObject(this);
  actor.Talk("Watch the video");
  var schermo = Scene.GetNode("schermo");
  schermo.X=215;
  schermo.Y=317;
  schermo.PlayTheora("compo.ogg",true,"alpha.tga");
}

i expected to see the animation perfectly clipped by the alpha but this is the result



as you can se there is some black area out of 78x82 pixel size and i don't understand why.

Does any one knows if a made some mistakes?

Thanks


24
Game announcements / Re: WME Logo
« on: May 16, 2006, 07:32:48 PM »
Thank you... really!  ;D

...although the word "wintermute" shouldn't be divided into two [...]  I suppose you'd be able to provide the logos in some scalable format [...]

I've just update logo_01 and yes it is all scalable in hi-quality even in CMYK color space.

25
Game announcements / WME Logo
« on: May 16, 2006, 03:19:57 PM »
Hello everybody,
I was making some graphics experiments for WME and before i could understand what i was doing i made a WME logo.

Mnemonic: if you like it, this could be te new WME logo...   ;)

anyway here they are...



26
Feature requests, suggestions / Re: 3D characters discussion
« on: May 07, 2006, 02:58:31 PM »
But this depends to the .X format or it's the choice you have made for WME?

I understand that WME is a 2d adventure game engine, and to have 3D characters it's a gift that costs addictional work to you, but i believe IMHO it would be great to have inside an adventure game a full 3D animated character.

27
Feature requests, suggestions / Re: 3D characters discussion
« on: May 06, 2006, 01:39:24 PM »
As a Lightwave 3D animator i have to ask if the .X format, or any other 3D format chosen, could support morphing of the meshes.
It is an important and crucial thing that makes possible to do facial expressions, talking phoneme, and those animations of the mesh that could be very hard or look innatural done with bones.

Obviously this is the same for who works with XSI, Maya, 3dsMAX, Cinema4D or even blender.

what do you think about?

28
Hello to everyone.
I was making some experiments and searching the internet i found this plugin for lightwave that exports directly in .X format.

What this plugin CAN do:
Exports animation made in SCENES done with bones IK and FK.
Exports UV maps.

What this plugin CAN NOT do:
Export morphs
Export MDPLUG scan
Export BONES joint compensation or muxle flexing.

I found anyway that sometime file exported must loaded into fragMOTION and re-exported again.

Stay tuned for upgrade.

PLUGIN NAME: DirectX Export
http://www.dstorm.co.jp/english/plugin/object.htm


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