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Messages - SoundGuy

Pages: 1 ... 4 5 [6] 7 8 ... 14
77
Technical forum / Editable mesh vs editable poly
« on: May 28, 2009, 02:54:35 PM »

here's a convetsation i've had with one of my 3d artists, after she foudn out one of our models was built with  editable mesh instead of esitable poly, our models are done in 3DSmax and exported with Panda.

Quote
[24-May-09 21:29:33] Jenna Leder says:  in poly mode, you have one 4-sided poly. a quad
[24-May-09 21:29:33] Jenna Leder says: but in mesh mode
[24-May-09 21:29:39] Jenna Leder says: all those quads are cut in two
[24-May-09 21:29:49] Jenna Leder says: so instead of one quad, you have two tris
[24-May-09 21:29:55] Jenna Leder says: instantly doubles the poly count
[24-May-09 21:30:44] Jenna Leder says: now, you can convert mesh to poly, although it's really fucking annoying because it leaves those tris behind (like in watcher), but at least they can be turned into quads



is this true? Does the same model done in Editable Mesh have double the polys and makes my game have less FPS ?
if so, anyone knows how to take a rigged and skinned model and convert it to the other kind simply?

Oded

78
Truetype
here's the .FONT file:
Code: [Select]
; $EDITOR_PROJECT_ROOT_DIR$ ..\..\

TTFONT
{
  SIZE = 14

FACE= "Comic Sans MS"
;FILENAME = "fonts\KOMIKAH_.ttf"

;  BOLD = FALSE
  ITALIC = FALSE
  UNDERLINE = FALSE
  STRIKE = FALSE

CHARSET = 0

  COLOR { 0, 0, 0 }
  ALPHA = 255
 
  LAYER
  {
    OFFSET_X = 0
    OFFSET_Y = 0
    COLOR { 0, 0, 0 }
    ALPHA = 255
  }
}




79
also, the more i hit the left arrow key, the larger the space becomes.


80
they are both assigned and same size.

81
Hey, i found a weird behavior- when the player is entering something in an editor field, and goes backwards to edit it - there's a very strange space (like 5 single spaces) where the cursor should be.

i tried different fonts but that's not it.

any clues as to what's causing it ?

Oded

82
Scripts, plugins, utilities, goodies / Re: RPG on WME
« on: March 17, 2009, 04:27:20 AM »
i can't save those links for some reason. care to repost them ? i'd like to see this tech demo too!

83
Scripts, plugins, utilities, goodies / Re: WME visual particle editor
« on: March 17, 2009, 04:20:30 AM »
anyone using it ?

84
Scripts, plugins, utilities, goodies / Re: 2.5D models viewer
« on: March 17, 2009, 04:20:02 AM »
Funny , i was about to make something like this myself (right now i have something that uses the WME_DEMO_3D) so this will be very useful
if I'll make some improvements i'll post it back here..

Oded

85
Technical forum / Re: command line parameteres when running a game
« on: February 26, 2009, 04:42:38 PM »
it works! thanks.

86
Hey people (And Jynx)

One of my 3D guys was trying to scale one of my models after it was rigged and skinned.
What he did was disconnect the skin modifiers after saving the weights.
scale the model by 10%
go to the biped and change the height to be 10% larger
reaaply the skin modifier and load the old weights.

In MAX it all looks nice and dandy. the animations works and the rig and skin looks ok.
when exprotign to .X the model gets deformed.
Any ideas ?

Jynxs- i can send you maybe the .max files for you to take a look ?

Oded

87
or maybe there will be soon, if i write one!

88
Is there any way to change the game's rendeding mode (i.e. windowed - full screen) after it's in runtime, from the script ?

89
Technical forum / Re: command line parameteres when running a game
« on: January 06, 2009, 09:37:06 PM »
i'll check it out


90
Technical forum / Re: command line parameteres when running a game
« on: January 06, 2009, 04:49:26 PM »
can you give me an example of how to use it within the WME code ?
I never used it, i'm used to just getting an array or ARGC ARGV... :)

Oded

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