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xdaniel

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Everything posted by xdaniel

  1. It's kinda fun to unbox still sealed software from 15 years ago! ...although the video quality is pretty crap, as per usual.
  2. "The reliable operating system for businesses" & a game in which you blast corps. Or dozers. Or neither... http://t.co/s6aCpZc9eB

  3. .@MarioSixtyFourM Guess I'll do that, get OoT3D only if I can find it for cheap... which hasn't happened so far. Thx for the opinions, guys!

  4. Followers, Q: Do you think OoT3D is worth getting when you already have OoT N64 twice & the WW GCN limited edition w/ OoT+MQ?

  5. *machine sounds* *yawning* *more machine sounds* http://t.co/WI7YDFUObT

  6. You know, if Capcom released EXE4.5 on Wii U VC, so far it's only EXE1...?

  7. Didn't I say I wanted to go to bed 10min or so ago? Doing that now. Good night internets~

  8. And speaking of anime, and getting more seasons someday, #nogenora NEEDS another one!

  9. Some coding did happen today, tho half of that commit's code is from yesterday or so https://t.co/a443x27WEI

  10. SoD: This is a whole separate project, or well, it mostly is. It's related to SceneNavi in that it's some sort of GLSL experimentation/testing grounds, which I'll be using / already am using to try and improve my GLSL skills, so that I'll eventually be able to code some cleaner combiner emulation for SceneNavi. I know there's other, similar and more advanced tools for ex. editing shader code and seeing the results immediately, but I think this is good practice regardless. The Dreamcast project is kinda on hold right now, one reason being that the initial idea - a port of sorts of the first Etrian Odyssey from DS - has been proven a bit more troublesome than expected, mainly regarding performance... I can't render enough of EO1's original floor tile models to keep a good draw distance without ruining the FPS. Plus, I've repeatedly been running into memory limitations with the PVR GPU - I already had downscaled the textures, but now it's the number of vertices/polygons I'm having problems with. So, while I want to keep the basic gameplay from EO (dungeon crawler RPG, etc.), I'll eventually make my own, less detailed models.
  11. But now back to the regular schedule - music, coding, Youtube, games! ...or something, kinda burned out, so maybe not today

  12. 1:30am. Have a job interview today. So goddamn nervous I can't sleep...

  13. Heh, it's just that the most recent progress doesn't show well in screenshots Such as loading and saving of the workspace - which I'll need to rewrite as serialization isn't working very well with the Collada parser I'm using -, refactoring and cleaning the code, things like that. It's not getting boring just yet. Edit: Progress! Not in screenshot form, tho, just text - or XML to be exact:
  14. Who needs yet another OpenGL helper thingy and some sort of GLSL experimentation testbed? https://t.co/dlp45GOU5A https://t.co/HfvIUYsXEV

  15. Fresh source code, fresh source code, get it while it's hot! (Although it probably sucks! ) https://github.com/xdanieldzd/Aglex - "Another OpenGL expansion & helper library", the thing that my OoT3D viewer also uses, which wasn't included with that program's source. https://github.com/xdanieldzd/GLSLTester - "GLSL shader experimentation testbed & model viewer", the thing that my last few posts in here have been about. Both of them might have some useful code, although there's not very many programmers here in the first place, let alone C# ones, right?
  16. ...I should've just Pastebin'd that, shouldn't I?

  17. RT @masahiro_lemon: 自分ãªã‚Šã®è§£é‡ˆã§æã„ã¦ã¿ãŸã€‚ http://t.co/2ioUwlFm4G

  18. xdaniel

    Some questions

    1. The Arwing's actor overlay file, ovl_En_Clear_Tag. Dunno/not sure about the others.
  19. And dang, now I've got JSR in my head! http://t.co/cXqMqpir8n

  20. RT @FamicomDojo: We were so excited to share our #E32014 thoughts that we released our podcast two days early: http://t.co/pDr7oxSoOv http:…

  21.  

    http://t.co/EOfGpVFHhB <3! ...the outline isn't purely GLSL tho, so it's not really something I should leave in the program

  22. Added automatic calculation of surface and vertex normals for Collada files, when none are contained within. Also used the program with its actual purpose in mind, for once: I tweaked this rudimentary celshading shader I found online, although not by much. It's not looking all that great, either, certainly nowhere near the greats with that kinda style - think Jet Set Radio, Wind Waker, etc... In fact, the original unlit rendering looks a whole lot better than this, so... meh. At least the normals themselves are fine! (And speaking of normals, if anyone wants a bit of a challenge, try fixing the OoT map/model converters and their lighting issues. Might not be too hard from what I re-read on the subject earlier, but then again, what do I know, having introduced those issues in the first place...) EDIT: Mwahaha~! Some alright cel-shading and an alright outline! ...the latter isn't purely done in GLSL tho, so I probably shouldn't just leave it in the program.
  23. Ended up using the "COLLADA document" part of this COLLADA for XNA for parsing. Still working on the rendering portion, tho... Basic rendering of geometry - no animation or materials or anything else fancy yet - is working more or less, although only for triangles; polylists I still need to implement. Thus, here's a screenshot of something with triangles, and with bogus textures (because, no materials): EDIT: Polylists and materials DONE(-ish):
  24. Following World Cup match on TV, while trying to correctly render Aero's Collada file... http://t.co/7qr4vEzFaU

  25. RT @LordNed: I released v.0.1.0 of our #windwaker modding tool! Allows save/load of map entity data. https://t.co/gmePuki4yl http://t.co/sL…

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