Project forums > Q-Gears

How about moving to UNREAL 4.X?

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Kaldarasha:

--- Quote from: paul on 2015-03-25 12:28:58 ---Help make QGears work at all, then feel free to port to UE :)

Right now we need people that know the FF7 formats etc. I have an issue with model sizes/rotations, no engine will solve this problem.

https://github.com/q-gears/q-gears/issues/115

Rendering g-shaded triangles really doesn't need UE.


--- End quote ---

Dont know if it helps but DLPB has found where the model size is handled in the FF7.exe.
http://forums.qhimm.com/index.php?topic=15595.0

paul:
Thanks, its now a problem of rotation :)

Cyberman:

--- Quote from: paul on 2015-03-26 12:34:51 ---Thanks, its now a problem of rotation :)

--- End quote ---
The FF7 models always had some crazy rotation scheme I think the wiki has some details on it not positive. The issue is with the bone order I believe you MUST follow it in order to get the model right. Animations consist of delta compressed data (spiro cracked that). Anyhow I believe one of the first animations is actually just the rotation to pose the character normally based on the bone lengths. The issue with the bone lengths has something to do with the direction of rotation. I believe both the models in battle and field are about the same in how they work.
Did Akari have some of the animations working with the cloud field model?

Cyb

paul:
I think the animation and rotation seems to work, its just that the default roatation seeems to be wrong, have a look at the last screen shot here https://github.com/q-gears/q-gears/issues/115

Akari has them working yes - but that is with PSX models, this is PC data.

zerotacg:
I already suggested using some game engine. And despite current issues in q-gears, the advantage would be to have the "engine" part done for free, eg interface, scripting, sound, controls, settings, etc.
For the original intent of having a drop in replacement you'd need source code to make loading of native data possible.
To get a real impression of the benefits of an engine you should face all implemented features and there quality of q-gears with the engine of choice and see what benefits and drawbacks there are.

As for Unreal 4 I See:
 + sound
 + editors (live preview, visual scripting, ...)
 + networking
 + interfaces
 + input controls (Keyboard, Gamepad, Oculus?, ...)
 + settings screens (not sure what is required to get them though, ogre has only the minimal rendering settings window)
 + platforms (win, mac, *nix, android, html5)
 + possible future updates / bugfixes
 + proven architecture & maybe good quality code at least I'd assume it to be

 - porting efforts
 - learning efforts
 - native format support may not be possible

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