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Posts posted by tjheldna
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No worries, would be great to see it back in as it does confirm you skeleton came across properly.
Cheers,
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Cant seem to find the option to turning this on/off or am I just not looking properly.
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Just noticed something else.... If you have generated a convex hull and you decide to select 'Polymesh' (which I have done to get around the scaling issue) both the polymesh and the convex hull are visible when you have 'Show Physics' enabled. It's easy to notice this as the polymesh is scaled properly and the convex hull is not.
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If the entities in your scene list longer than the view and you want to parent an object which inst on screen, you need to parent it to an object higher on the list.. scroll up parent to another object... scroll up, etc etc until the entity your after is listed on screen. This current method is real clunky, the bigger the scene the more frustrating it becomes.
With an entity selected would expect that when your mouse hovers over the top and bottom regions of the list there would be some automatic scrolling of the scene browser.
Cheers
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With the tests I've done it appears that a convex hull collision mesh will not scale with the model using . Also I cant see a way to remove a convex hull if you need to.
Cheers,
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Thanks Shadmar, your work is always appreciated and continue to be amazed at the stuff you do.
Love the newish lens flair shader, makes me wish I wasn't making a top down!
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New Kickstarter to add?
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Were looking forward to a 40C weekend, damn it's hot. Snow it something I've seen on TV.
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I use pivots more than I'd use any CSG shape, the method for accessing them is not quickly accessible, pretty sure this has been requested before, maybe by me.
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It's reasonably easy to get into max, with a little editing, sorry don't use blender at all so I can't comment on that.
In max you can fix the root node on any axis so you can keep a rig centered, maybe there is a comparable feature in Blender? Like I said you still need to edit the **** out of it, but you end up with a much nicer animation.
What??? I cant say c r a p?
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This has the best selection of motion capture files I've seen for free...
You still need to clean them up a bit.
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I tested the SSAO yesterday, good job! I do get a bit of a halo around some things though, which you mentioned you would look at anyway.
Looking forward to more!! =)
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I just received my delivery address email for it from kickstarter yesterday. Its counting down.
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Can't wait for this to come in and although delayed it shouldn't be too long....
So gotta ask the question? Did you end up buying it Josh? Would this be something the engine would support eventually?
Cheers
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Thanks for clarifying that for me josk it is working as expected then. Many Thanks!
This can be closed, sorry to waste time.
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Pretty sure its a bug. It appears when using Pick in the context below specifying a type. I want to just Pick "Prop" types.
local pickInfo = PickInfo() self.mouseCursor = self.mousePointer if self.camera:Pick(mpos.x, mpos.y, pickInfo, .1, true, Collision.Prop) == true then if pickInfo.entity ~= nil then if pickInfo.entity.script ~= nil then local name = pickInfo.entity:GetKeyValue("name") end end end end
I've tested with Collision.Prop and Collision.Character and the pick returns true when hit an entity set to "Scene" which I'm sure isn't right. The only time it appears not to pick the entity is if I set the entities collision type to "None".
Cheers!
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Would be amazing to be able to show/hide terrain squares again like in the 2.5 days.
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Now that I checked I bought it in 3.5 also so snap! I'll checkout the new modeling system soon.
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I got the email last night......joy.....can't wait to test out and learn the new modeling tools. I can't believe I bought zBrush in R2 and never paid for an update.
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Hi Gamecreator,
if you create a text file and list your animations like this:
Idle,0,100
Run,101, 120
......etc
You can import that file into the model editor and recreates the anims for you.
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Doesn't appear to make any difference to the weirdness, obviously model edges look nice and sharp.
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I think I was using the latest, but I cant be sure It was downloaded via steam and I did do an update when ssdo was released. I think ssdo it was the last one added in the stack, but I did try adjusting the order. The screenshot I did only had ssdo applied also.
Thanks!
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Hi Shadmar,
Just thought I'd post about the ssdo shader and thanks for doing it btw. Mostly the shader is working however I'm getting this weird glow effect around some objects, but not all. The character gets it mainly. I removed all other shaders from the scene and only the ssdo one is left in the screenshot.
Here is what I'm seeing any ideas about what's going on?
Many Thanks!
Recommend a simple model program
in Game Artwork
Posted
Milkshape was pretty good simple to use and you can animate in it too. I haven't used it in a long time though.
http://www.milkshape3d.com/