Please login or register.

Login with username, password and session length
Advanced search  

News:

For WME related articles and tutorials visit WME Resource Center.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - nuclear_winter

Pages: 1 [2] 3 4
16
Technical forum / Re: character creation in blender
« on: August 14, 2007, 10:55:54 AM »

I installed Mod Tool (a FREE version of XSI-6) and it exports to OBJ, X, and others...COOL! the limitations are:
Quote
XSI Mod Tool Version Limitations           
Most of the features and functionality of the commercial version of SOFTIMAGE|XSI 6 are enabled in Mod Tool, without the hassle of licensing. Data from all sources can be brought into the XSI Mod Tool, including data from the commercial version of SOFTIMAGE|XSI.

Before installing Mod Tool, please be aware of the following limitations:

Mod Tool does not support polymatricks. XSI transforms are fully supported.

Mod Tool supports only DXFX and CGFX material types. Mental ray materials are not supported.

Mod Tool supports only polygonal mesh primitives.

Exported geometry is limited to 64000 triangles.

The mental ray renderer is used only Rendermap and Ultimapper. All other mental ray rendering is disabled.

Maximum resolution for Ultimapper maps is 512x512.
Images output using the hardware renderer are limited to a maximum resolution of 512x512.

this is the official page and DOWNLOAD

sounds too good to be free ;)

17
Technical forum / Re: Hidden Geometry questions
« on: August 14, 2007, 10:17:52 AM »
Thanks for the reply Mnemonic... I want somebody to explain the whole process (if they have the time ofcourse), because there is something that im doing wrong along the way, but dont know where exactly!
Please help!

Thanks

18
Technical forum / Hidden Geometry questions
« on: August 13, 2007, 02:48:10 PM »
Hi guys,
I know similar things have been asked a million times already, but i couldn't find a post that answers my problem
I'm learning how to setup the 3D characters and invisible geometry by doing a test scene for an upcoming project we'll do at work (Mnemonic, the great news is that the deadline got pushed back a couple of months), but i seem to be completely lost and will be very thankful if someone gave me some pointers... the problems are:
I cant seem to setup the invisible geometry properly... I modelled a simple corridor in SILO and exported as OBJ to render in Vue and export the low-poly version of the geometry, lights and camera from there  to 3DS (much thanks for the heads up with the Vue-to-3ds export to Nihil) Once imported in WME i don't see the hidden geometry, but the camera name is in the box... After lots of attempts, i scaled the geometry inside Vue like 10 times the original size... and in WME the geometry showed up, BUT all the surfaces and boxes of which consisted the hidden geometry lost their coordinates and got centered in the middle of the camera target point ?!?!?!... after trying a million ways i couldn't make it work :( Then i installed an illegal copy of MAX, just to export the scene and see the result... and finally got my hidden geometry in WME



BUT only the floor (named it walk_floor) worked as a walkable area, the walls (blk_01, etc) don't stop the model from walking.



Other weirdnesses are:
the stencil shadows also seem completely off
the mouse doesn't work to move the character (just keyboard input), but it works on the front scene (i replaced the back scene of the WME Trinity demo)

I know that I'm doing something very wrong, but i really got lost.
Could anyone that has experience with hidden geometry and 3D characters, please explain the whole process of exporting/importing, please!
What is the scale you use for the hidden geometry (i know that every software exports 3DS differently)?
I also tried the Blender scene export tutorial without any luck!

Thanks in advance!

20
General Discussion / Re: Is there a kind of Wintermute for platform games ?
« on: February 24, 2007, 01:59:27 PM »
To use TGB you need serious programming skills, on the other hand Game Maker is much less powerful, but its extremely easy and pleasant to use. GM7 is about to be released on 28 this month.

21
Game announcements / Re: Schach-Welten / Chess-worlds
« on: February 18, 2007, 11:38:24 AM »
Amazing work Stucki, very creative use of alpha layers!!
Cant wait to see a 3D character in there!

22
Feature requests, suggestions / Re: 3d scrolling
« on: December 28, 2006, 01:33:47 PM »
Yes, the engine and tools are MAC only, but the exported product is compatible with MAC and PC.

23
Feature requests, suggestions / Re: 3d scrolling
« on: December 28, 2006, 11:36:15 AM »
Quote
In any case Unity looks good and it seems specially good for quick development.

But its for MAC only :(

24
I loved the idea and wanted to enter, but didn have enough time.
Next time i'm in!

25
Technical forum / Re: How to export hidden geometry from Blender - tutorial
« on: December 17, 2006, 12:35:41 PM »
Hey that's great! It's really helpful for me since i dont have max and dont understand blender!!
Thanks!

26
Software and games / Re: MakeHuman
« on: November 24, 2005, 11:00:12 AM »
The polycount is not that bad and can be reduced with some decent results if you're gonna use a real-time 3D model.
A good program, especially for the lazy slackers (like some of us)!!

27
Game design / Re: 3D Rendered Scenes, which progam is easiest?
« on: September 08, 2005, 08:52:34 AM »
I have used Vue d'Esprit 4 at work and its very easy (no even need for the kickstart tutorial) to use and a very powerful renderer.

And the best thing is that although on the main page it reads $199, the real price is $69 a real bargain. Ofcourse you can get the more powerful, more expensive Vue5

28
Software and games / Re: AT&T Natural Voices
« on: September 02, 2005, 03:14:37 PM »
I personally cant see the advantage of paying that amount of cash for generic robotic voices over recording our own (non professional) voices or hiring someone else to do it  ??? ??? This text-to-speech engine does a decent job, but is lifeless, emotionless and certainly not good for a game character. Maybe for language lesson tapes or answering machines will be OK.

Just my opinion.

29
General Discussion / Re: What do you think about 3D Game studio?
« on: August 23, 2005, 08:59:25 AM »
I also work with GameStudio, mainly modelling. In my opinion A6 is a good and solid engine and includes an entire game development suite. It is not the among the most advanced engines on the market, but that is compensated by an easy scripting language and tons of template scripts for almost everything that can be done with it. When i mentioned a complete suite i meant:
- a model editor (that is very weak, but serves to import and convert models properly to the A6 MDL format.
- a level editor (looks and works very similar to Hammer for HL and its actually very good)
- the level editor also serves as a compiler to publish the game .exe
- a script editor (decent, nothing special here)

There are various price configurations, i own the commercial version ($200), which is good, only thing they want is to display the A6 logo for a second at the beginning of the game. For more serious developers there is the Pro version for $1000, but in my opinion its not worth it (the added features are not that relevant).

Game Studio features a physics engine that isn't very good, but is 100% compatible with the freeware newton physics engine.

Game Studio is oriented towards FPS shooter and action-adventure games, but people have made all sorts of games with it.
And YES adventure games can be done with it as proved by the excellent game Adventure in Pocia


And here are some random shots of games made with A6.











At the moment i'm in a team thats working on this game Byiu Biyu Rocket, a zelda-like adventure RPG.







Hope that info helps.


30
Technical forum / Re: still photos --> 3d?
« on: August 17, 2005, 08:07:41 AM »
3D me now, is not bad, but its far from professional, best way is model by hand (lots of practice) using real photos as blueprints then texturing with photos, something like this, only better  ;)



If you have the budget you can check out this, a pachkage of 100 models, textured and animated:

its quite good, but its 2499 - Euro

And there is another one, similar to 3dme, but for complete models:
HUMAN GENERATOR


Quote
Take a portrait from front side and trace its contour..
You can use JPEG,PICT(Mac),BMP(Win)format picture. You can use not only photographs but also illustration that you draw.
Input feature points that as eyes, mouth, nee, and so on. Then trace contour of the picture. Within 5 minutes (includes operation time), you can finish.

Automatically, 3D model is generated!
HumanGenerator generates any types of body shapes automatically. For example, you can make both thin people and fat people.
And HumanGenerator generates many hairstyles and many types of cloth.

Change pose!
You can change human pose from "pose library".
We will customise HumanGenerator to export to your product. You can use the 3D human as game characters, family models in home design, crowd of people in the city and more.

We have both Windows and Macintosh(OS9 and OSX) versions of HumanGenerator.

Hope this can give you some directions.

Pages: 1 [2] 3 4

Page created in 0.022 seconds with 23 queries.