-
Posts
661 -
Joined
-
Last visited
-
Days Won
15
Content Type
Profiles
Forums
Downloads
Calendar
Bug Tracker
Everything posted by Arcaith
-
The whole point of this engine is that it can run this level of detail on SOFTWARE, which is an incredible feat. Running it on actual hardware, even low end hardware would IMPROVE the 30fps they're getting on pure software. Also, to those who are saying that it would make for huge games, consider repeated details, you'd only need so many different grains of dirt to randomly generate ground that doesn't appear to tile, nor would you need many differing types of foliage. Also, most games are finite in area; Notch brought up this point initially (size of the game) except Minecraft is an infinitely generated world, so of course size is a concern. In a finite world, you only need to optimize your areas to produce something that totals out to maybe 6 gigabytes. With storage technology advancing the way it is, I sincerely doubt that'll be a problem.
-
. . . *brain implodes*
-
You could probably use the ChuChu models from Majora's Mask. They're already animated etc, all they need is tinting and scaling by the actor.
-
I have three cats and five kittens. I have not slept in several days >_>;
-
Finished paying off Skyward Sword today aaaaaannnnndddd...put another game on layby D: The game is called Dark Souls. :3
-
Software and battery life are the two clinchers for me in terms of portable gaming. I need something that will play the games I enjoy for a long period of time away from a power outlet. Don't really care about internet connectivity. Cross platform connectivity with a console is interesting.
-
I'm not going to close the topic, simply because you Ganondork and younglinkx are being argumentative. What I -am- going to do however, is give you a verbal warning to calm down and be civil toward each other. Stop seeing difference of opinion as a personal attack. You both play the game differently. There. Your points are made. Perhaps other people would like to contribute to the discussion, too.
-
Yeah, I don't think the OOT boomerang actually uses textures at all. I think it's all vertex colours.
-
Oh dear. I really hope that's not someone's sincere opinion.
-
Well, it's also in the way the NPCs react to your character. Don't forget, most of the character of Zelda comes through in the environments and the ways characters react to Link. It all infers Link's character.
-
I think the point is that when playing as a younger Link, the world feels a whole lot bigger, since you subconsciously remember how big things seemed when you were younger. I for one can recall being shorter than the countertops in my mum's kitchen, and how much bigger the world felt back then; especially given that I'm now twice as tall as said countertops. It's inferred therefore, that a younger character has more to learn and grow. It's not explicitly stated.
-
My babies :3 My CPU-Z sig needs updating, but I'm lazy. P7 Intel i7 860 2.80GHz (underclocked to 2.00GHz for stability) 16GB DDR3 1333MHz 4x 1TB HDD 2x ATI Radeon HD 5770 1GB in Crossfire Windows 7 PMACX Intel i3 3.00GHz 4GB DDR3 1333MHz 250GB HDD nVIDIA GeForce 210 512MB
-
I'll be posting a few works in progress here; hope you like them. All my music is off limits to public use unless you ask for permission and receive it from me http://soundcloud.com/dj-ek-beatman-d-kennedy/gentlemen-wip
-
http://spinout182.com/model_convert.py
-
Kibbler, I'd attribute the lack of diversity in the landscape to the developer being a software engineering firm, rather than a games developer.
-
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
The black polygons error happens when you have a group that shares textured and untextured faces. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
Kargaroc, if 1 meter is 1 unit, just scale them in Lightwave instead. -
SharpOcarina - Zelda OoT Scene Development System
Arcaith replied to xdaniel's topic in Community Projects
When you export, does it allow something along the lines of 1 meter = 1 unit? If so, just use the option it allows as your base unit amount, and that should translate fine to a 1:1 import. -
Rivan, that's why the system works. It doesn't load it all into memory at once. It works by checking which points are visible onscreen and it only displays those points. That includes detail lost to distance; if one point is obscuring a bunch of others, it only renders that one visible point. So at 1920 x 1080, it's only rendering 2,073,600 visible points, 1 point per pixel. The guy got the idea from the prerendered sprites used in Donkey Kong Country by Rare. The sprites only display what is visible to the viewer of the 3D model. He thought it was being done in realtime, and worked his project toward achieving that.
-
More likely the tail is made of 'jiggle bones'. Also, Herp-de-birthdeeeey.
-
Currently speaking, material blending isn't supported by importers so there's not any way to do it at present at all. However, overlaying the image a unit or two out from the surface of the texture you want to blend it over should work. Although at the time of writing this, indexed alpha textures don't seem to be using the right blendmode in SO. I don't recall if spinout implemented it at all, since I didn't really get as far as using them.
-
The main reason people are calling it fake is probably because the naysayers are thinking in terms of 3D as its been taught for years. The creator has next to no schooling in existing 3D systems, and has spent over a decade working on the thing solving the problem from the ground up. It's a new way of thinking about 3D.
-
Is it the making of the texture itself that you need help with?
-
If you want to use hi-res textures, you'll need to re-rip the textures using the video plugin and add a new set to match to the hires pack, since the new areas will be loading textures from new offsets. As to alpha images, it doesn't matter how they appear in SketchUp, as long as the alpha texture is exported with the obj the importer will parse it with its alpha channel. Offset textures like that from the surface by about 2 to 5 units and there won't be any buffering issues.
-
Same shit, different Zelda. In the end, it'll be awesome in its own way.