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Team Avalanche / Re: Team Avalanche looking for 2D artists
« on: 2014-07-20 16:39:42 »... I'm not really of the people that like to be told what to do. Call it a behavioral issue!
Isn't that called stubbornness?
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... I'm not really of the people that like to be told what to do. Call it a behavioral issue!
Could the 60 fps camera data be generated from the 15 fps data from a simple interpolation procedure (it just seems 60 fps is about dividing each 15 fps interval by 4 - but I'm no animation expert)?I don't know how the moviedata is being handled by the executable, but that might be an option.
Then... I'm not sure why you would like to quadruple the data on LGP files. Is it for having 60 fps animation of the 3d field models which are overlaid on some of the movies?The camera animation is tied into the walkmesh and thus the models rendered on top of the movie. If you have an 60fps movie and the moviedata is handled in 15fps... it will be out of sync most likely. Also if I remember correctly, some timers are linked to the frames as well.
I don't know if there has been work on playing at 60 fps in field zones.Don't think so either. But if there is a request for 60 fps movies, this has to be done, otherwise it makes no sense.
Judging from the first reactions you got, there's not much to be expected. Thanks for trying though.
If a troll fest is all we're going to get, maybe we'll be better off with the thread deleted.
100% yes! But maybe have 15fps as well just in case of unforeseen problems.
Quite slow.. we need more people we also need the field op code reversing to be completed.
Just out of curiosity, have you started tinkering with the camera animation to get the corresponding short FMV, like what you did in here?Ah no, not really yet, I match moved a camera from the highres, but it's not as stable...
Apologies to all the followers for the very low productivity of the moment... mostly because of the world cup (that's about 4 hours a day I am not spending on Blender ). Hopefully my modelling should get back on track in a couple of weeks.
The biggest problem I see are the buildings in the center. They look very small (somehow unimportant) compared the things around of them. I currently counter check it to the original and will make some notes. The darker lighting looks correct for me, the image is usually darker on PSX. Speaking of lighting Aali's driver can't replace the light layer(s) correctly. You can replace the light, but the transparency can't be changed dynamically by the game.
I would try overall to merge the buildings with the tower and put some pipes through the roofs.
System.IO.FileNotFoundException: Could not load file or assembly 'OpenTK, Version=1.0.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4' or one of its dependencies. The system cannot find the file specified
Edit: I should not post when I am drunk as a ....
Did you work on the rocks individually ...
Hi folks,
I wanted to start doing a bit of texturing on 5min1_1, but I could seriously use some advice/feedback.
I'm actually done with modelling most of the pipes. To be honest, it was a fest of non-Euclidian geometry and escher-style perspective, more painful than enjoyable thing to model.
Now, I would like to start texturing the floor and the walls to get a better sense of the feel of the place. However, based on the original image, I have a hard time figuring out what the walls and floors are actually made of, and what kind of textures I should assign to it.
1- very old and worn tatami-like flooring fabric
2- fabric flooring
3- fine concrete floor
4- coarse concrete floor
It's not so much about making a definite choice for one of these four options, but I'm rather looking for pointers. I tried to model the whole floor with texture 4 but it looks off somehow. If you have some ideas, I would really appreciate.
In the thread where SpooX has posted some pictures of his city scenes, there is one picture with a rusty metal texture. This seems to be the perfect texture for my scene. SpooX, I would really appreciate it, if you could share the texture or if you could give me some hints how do you get the result regarding this picture: Link