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for Skwasjer HIP HIP HOORAY !!!!
:D :D :rock: you're THE Man !!! now I have to try this !!! |
:D Congratulations Skwasjer on getting the import / export models working!
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How I can change the Range of planes with S3D?? :oops: I want smaller range for certain planes....:smug:
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You will find the range in the .cfg file. You can edit that with a text editor, not with S3D.
@everone, I forgot about another new feature I implemented. The LipsSyncMng controller is now fully implemented, so you can change the voice acting of all the characters. I didn't have enough time to investigate all the 'mouth states' so if someone wants to test them all out in game, let me know. You can find the LipsSyncMng controller in \Library\Phrases\*.dat files. |
I thank for fast answer!!! :sunny:
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Going to have to check this new version. Way to go man! |
Is it possible to get this editor as a rar or zip instead of an installer. I'm not a fan of betaware and I prefer to use it with all it's contents in one folder.
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:88):88):88):yep: Sorry to drag this one out, getting back on track now :D RDP |
:rotfl: That cracked me up guys...
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Do not change original sequences of parameters in your intermediate obj-file ... Or i have not understood you? :hmm: ... and add to topic "(... 0.5 and higher)" :D |
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BTW, congrats on getting the .obj and import code working! :up::up::up: Did you do a separate S3D release or does this now work in v0.7.1? |
@DeepIron, you can download a 'private' v0.8 release a couple of posts back. You can install it next to v0.7.x.
@Anvart, heh, you again :smug: I'll explain, I don't do real crazy stuff, but S3D does have to 'optimize' what it reads in from the different files. I named it 'optimize' just to keep it simple for everyone, but here's the technical reason:
As far as my original comment (the high precision): since floats are converted to/from strings (for OBJ), you lose some precision. But .UVW files are binary, so they don't lose precision. Comparing between all these Vector2's (to find duplicates) then becomes a problem if some digits have been cut off. With higher float precision for OBJ files, there will be more matches so smaller file sizes/less memory usage for the game, and a lesser chance of hitting the 64K limit ;) Even when not using .UVW files but only .OBJ, optimization is still needed because, you can still have duplicates. Only you won't have a problem with precision, as long as they are the same for all files. Anyway, like I said, it's an experimental release, and I really need feedback from 'the field'. So pleeeaaasseee try it out... PS: this all wouldn't be necessary with formats like Collada ;) PS2: you may wonder then, why even include float precision as an option, why not just force high precision. Well, I provide it as choice. The default settings work best in my tests, but you can always choose otherwise... PS3: Oh and yea, S3D only exports USED Vector2's in each channel, not the whole list (aka. unused ones). There's no point in exporting all the texture coordinates if they are not used for 'a channel', and there's no guarantee you get all of them back in one file either. Hence, the optimization feature :p |
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BTW, I don't have access to 3D MAX but I WILL be looking to work this using Wings3D... |
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