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Messages - SpooX

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226
Sister Ray  (Makou Canon)? Or that thing where you escape from when the pillar collapses.
you think way too big...think smaller although it is being used for an escape sequence several times...
 8-)

227
Team Avalanche / Re: Midgar Remake
« on: 2011-08-09 08:57:28 »
Dude I come in this thread everyday to see the updates on this project. You are amazing.

Noob question: How will you be able to incorporate this into the game when its complete? It was my understanding that this game was built on images not 3D models.
it's just the same as you see here, you see images OF the 3d models, not the models itself.
Even Squaresoft did the models to produce the images, only this time we do it better, with better technology.
 8)

228
just to show I'm still alive...



take a guess...
 8-)

229
Team Avalanche / Re: Midgar Remake
« on: 2011-08-08 14:20:07 »
Hey Saph,

nice progress, been away and way too busy lately, and I come back here, and see what you've done.....You almost remade midgar...
considering the lower level, support structures etc....



..it was a long time ago (in a galaxy far far and away) :P
 8-)

230
Team Avalanche / Re: TA HD Logo Movies
« on: 2011-07-12 16:57:40 »
Looks good, but what with the added "presents"?  :?

its in the original....
but I suppose it will be followed by the squaresoft movie, and after that the FF-VII movie....

We could of course put some lions in there...  ::)
 8-)

231
Somehow I feel the need for agreeing with
 
Increasing the visibility of what we do here only serves to make us more vulnerable to square pulling the plug on everything we do, which is never going to be a good thing, Jeff.

Me don't like to have to hand over my bits and bytes to some angry man ringing at the door.... :-o

Some comments on the thread:
full 3d? well the models are, however will be prerendered in game (we had a small discussion about that already, and is highly dependant on Akari's hard work), and after that we might not get away with being full 3d as it will be like handing over full content propriety of SE.....

About the people on the forum talking about prerendered background being rubbish....
well feast your eyes on this:
Stasis WIP
Stasis blog

I hope it will quiet down now..... :?

232
Team Avalanche / Re: TA HD Logo Movies
« on: 2011-06-20 22:23:50 »
I believe it was about an evening (2/3 hrs)... isn't that hard when you consider matching up extremely low res field backgrounds and modeling them out all the time. :wink: Just match the logo up in reverse (as stated the timing and the z-depth is a bit off, that's why you can see the 'E' and 'i' bounce a bit in their final position... :-o)
So afx was a bit of a day out for me  :-D
(in the mean time trying my hand at Python....ohw how well is python for Maya documented....not. but that's a different story)
 8-)

233
Team Avalanche / Re: TA HD Logo Movies
« on: 2011-06-20 21:50:25 »
looking good  :-), did you use my max file? looking at the timing of the eidos...you did :-P
my only comment would be to drop the lensflare (at around 0:07)

234
Archive / Re: Backing up the Wiki?
« on: 2011-06-18 06:18:18 »
you can also use Adobe acrobat to import the wiki.....
or any other tool to import websites...

235
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2011-06-10 23:35:56 »
Since one object is still missing.....among several others

my feeble attempt at the train, still very wip.
 8-)
what I've been looking into is wiring the little thing so it will work like the following....

236
Team Avalanche / Re: TA HD Logo Movies
« on: 2011-06-09 22:26:51 »
you shouldn't need any additional dll's, just ignore and click open, that should work.
it's max 2011 btw.
just let me know if it works, I'll try to put up a rendering maybe later on :-)
 8)

rendering has been put into repo 1080p version. :roll:

237
Team Avalanche / TA HD Logo Movies
« on: 2011-06-09 21:40:52 »
For those interested,
I did put a Max file into the repo containing the Eidos intro movie (animation, setup to match eidoslogo.avi).
If anyone here wants to render and composite it, your free to do so.
 8)
if anyone is in need of the vector logo's checkout brandsoftheworld

238
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2011-06-07 21:49:15 »
Incredible. But what about the other reactors, and stuff up on the plate? Going to make it up I assume.
Well... to be honest, I took the intro movie for most of the reference of the parts without field files,
the funny thing is when you take a look of the beginning (zooming out from Aerith and fly down under the clock) there are some thing to notice....
the cars driving from left to right crash straight into the sector wall.... :-o
zooming-out past the clock: the theater and everything has disappeared.... :?

for most plates it really depends on the reference you use to see what's on top of it, but my main ref will be FF7 PSX version. (but even there are many, many inconsistencies, so there will be some artistic freedom here and there I suppose). I hope you don't mind and if you do mind.....
 8-)

239
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2011-06-06 22:27:52 »
Small update, still a WIP, added sector 8 to the scene (partly)


to give a sense of scale....
MDSTIN
MD1_1
MD1_2
NRTHMAK
MD8_2
MD8_3
are all in there...

enjoy
 8-)

240
Q-Gears / Re: Q-Gears v0.19
« on: 2011-06-06 21:05:20 »
nice,
although there are 2 dll's missing;
  • libgcc_s_dw2-1.dll
  • libstdc++-6.dll
but with a little googling I've got it running, looking good so far :-)
now let's see what we can do with Q-gears....

 8-)

241
They have to get people from Qhimm to help them do the major work.
well...if the pay is any good, I'll join the working force (if they want me anyway) :-)
 8)

but in all fairness, it will be played (if time permits).
 8-)
should make a poll of this, so we can see if it makes any sense what we are doing at TA
 8-)

242
I figured out the placement of the camera in blender, still looking into the orientation, as blender does not have a look-at functionality, but apparently has to be done through a null object...I must say Blender is very different than what I'm used to.... :roll:

Now this is what I prefer to do....



note that the advertisements on the board are not all complete yet.
If someone likes to have a go in making the signs of midgar......

 8-)

243
Very impressive stuff, anaho!
Spoox, being the crazy genius that he is, managed to reverse engineer the field files, and load walkmesh and camera data into 3DSMax via Maxscript. This basically means he can get 100% accurate camera angles right from the get-go. If I recall correctly, he can get a script for any field, but you'd have to get Max to use it, unless of course he or somebody else can convert it to python or similar so that it can be used in blender.

So now I'm a crazy genius.....[evil laugh]Mowhaha![/evil laugh] :evil:

Well yes, I've been able to export the psx dat-files into maxscript walkmesh with camera (not quite 100% accurate, but position and direction is, the camera matrix is quite complex, so I haven't been able to pin down the POV of the camera)
Why?
I've been looking in some older object files which have been exported sometime, but they were faulty (multiple verts, overlapping faces) so I started to make a new object exporter. While doing that, I came to the conclusion that a camera can not be stored in obj files.....
...and since I'm using Max...maxscript was the next best alternative, and i must say that it works. .....[evil laugh]Mowhaha![/evil laugh] :evil:

Blender....hmmmm lets have a look....python...how does that work.....
---=Several minutes pass during this line of text=--

My first python scrible...

try this for the walkmesh:
Code: [Select]
#----------------------------------------------------------
# BLINELE.py
#----------------------------------------------------------
import bpy
 
def createMesh(name,  verts, edges, faces):
    # Create mesh and object
    me = bpy.data.meshes.new(name+'Mesh')
    ob = bpy.data.objects.new(name, me)
    ob.show_name = True
    # Link object to scene
    bpy.context.scene.objects.link(ob)
 
    # Create mesh from given verts, edges, faces. Either edges or
    # faces should be [], or you ask for problems
    me.from_pydata(verts, edges, faces)
 
    # Update mesh with new data
    me.update(calc_edges=True)
    return ob

def run():
   # Verts
    verts1 = (
    (-128.0,1.0,0.0),
    (-128.0,99.0,0.0),
    (-84.0,97.0,0.0),
    (2.0,28.0,0.0),
    (-33.0,108.0,0.0),
    (-128.0,120.0,0.0),
    (-127.0,137.0,0.0),
    (-95.0,138.0,0.0),
    (51.0,107.0,0.0),
    (140.0,18.0,0.0),
    (140.0,108.0,0.0),
    (0.0,-142.0,0.0),
    (-128.0,-142.0,0.0),
    (142.0,-140.0,0.0),
    (50.0,182.0,0.0),
    (-33.0,181.0,0.0),
    (-31.0,310.0,0.0),
    (-193.0,313.0,0.0),
    (-193.0,181.0,0.0),
    (105.0,313.0,0.0),
    (235.0,182.0,0.0),
    (235.0,312.0,0.0))


    faces1 = (
    (0,1,2),
    (2,3,0),
    (4,3,2),
    (5,6,7),
    (4,8,3),
    (8,9,3),
    (10,9,8),
    (11,0,3),
    (11,12,0),
    (9,11,3),
    (9,13,11),
    (4,14,8),
    (15,14,4),
    (15,16,14),
    (17,16,15),
    (18,17,15),
    (19,14,16),
    (19,20,14),
    (21,20,19))

    ob1 = createMesh('WalkMesh',  verts1, [], faces1)

    return
 
if __name__ == "__main__":
    run()


so far this  should be the walkmesh in blender (mind you, this is still a template, not yet an exporter)

Now I'll have to find out how a camera works within blender....

Oh, anaho, regarding the sample rate....I'll save that for the final renders ::)

 8)

244
I laughed when I saw your avatar on the punching bag Spoox. These shots look great. Nice work :)

I think it's the other way around, I took my avatar off the punching bag (as can be found in the original thread where this came from).

Yup fire up your game and look at it, or use palmer.

I use 7Mimic for that, but only if you have the psx version.
 8)

245
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2011-05-01 11:30:01 »
I'll need a change of pants.

Can this be done with the model of Midgar and the intro?  It might take a little bit of animation work for Aeris walking, cars driving by, dust/smoke particles, the fans spinning, and clever timing on the train movement, but it would be STUNNING to see.

it's the thought.... but it'll take still some time to model the whole Midgar, with all the attributes.
I can't promise it will be included in the TA release yet, the main focus will be the field backgrounds for the bombing mission,
the next part will be the rest of Midgar, after that the intro movie can be done.
But in time scale.......can't say. Patience...
 8-)

100 post.... wheee

246
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2011-04-30 09:16:15 »
It's a shame that you cannot embed or link movies.... hint hint ::)

but I still had this somewhere on my harddisk.....
First look
 
Done by extracting the camera and importing it in Max.

Enjoy.
 8)

247
appart from the smelly damps of the previous posts...  :?
here are some more vertices to enjoy.



 8)

... added some light, forgot to turn it on...  ::)

 8-)

248
Team Avalanche / Re: Uhhh, long time :P.
« on: 2011-04-15 19:18:52 »

Excellent work, are these all fill for the plates?
yep they are, in fact on more then one sector.....
here a small overview....

 8)

Indeed they are, however we will most likely be using Spoox's model I must talk with Spoox about that.
I'm still awaiting the tickets......  :-D
 8)

249
Team Avalanche / Re: Project Bombing Mission Gallery
« on: 2011-04-15 19:14:08 »
oehw.... competition.... aargh....must hurry.......must I? neh  :P
just returned from the south (relative speeking) didn't get past Paris, but anyway, some updates...

Transport:


target:
North Mako station....



enjoy.
 8-)

250
Team Avalanche / Re: Uhhh, long time :P.
« on: 2011-04-12 13:18:02 »
I like to see two such brains meet...  :wink:

Well, if you could arrange the tickets to Sydney, I'll be glad to pack my bags... ;D
(We'll even make pictures if you want...)
 8)

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