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Messages - Mitch

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So I saw :)   I definitely referenced your and Akari's work!

Most of my efforts were toward conversion toward a modern-GPU conversion for the models (ie:  no crazy palette shifted textures) and it seems that most of the meshes are conducive to this.  I wasn't able to make heads or tails out of the field textures in any automate-able way though ;(

Can I contact you via Skype or gtalk or some such?  I'd love to chat about this stuff :)

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Hey all, been a while since I've posted anything here...years heh.

Anyway, I was taking a look into the Xenogears model/animation formats for fun over xmas and decided to write some tools to help bring them into a more modern structure for use in Unity or like engines with strong retargeting systems (Mecanim in this case).

I've also worked a bit on re-compositing textures since they're broken into multiple palettes of what I guess are technically "texels" that I've only been able to identify combining the palette-shifted regions of the textures based on the models UV map into a single texture.  That was a mouthful...

Crushing all of the meshes/submeshes into a single skinned mesh takes a little bit of manual labor in a 3D package (Lightwave in my case) but is pretty painless.

http://www.xdtech.net/xg/anim.html
(animations are generic mocap data retargeted using Mecanim - not from xenogears data)

Recomposited Weltall texture



Anyway, if someone could ask someone about the rules here,  is it appropriate to post the post-processed and rigged FBX of Weltall as well?  I dont want to step on any Square copyright laws.

3
General Discussion / Tease
« on: 2008-02-18 16:59:11 »


More info soon  :roll:

4
Q-Gears / How can I help?
« on: 2006-05-11 04:06:38 »
x

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