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1  Modifications / 3D Scenery Models / Re: Portrait meshes on: April 29, 2018, 11:01:28 AM
just realized, I might have edited that 0.seq a while back, could be less than 64 Smiley
2  Modifications / 3D Scenery Models / Re: Portrait meshes on: April 29, 2018, 10:32:55 AM
An update on the portraits implementation. The animations are looking pretty good
like the original, First scene is working with clicks.

Here's a screenshot.


I'm about to start on some ui elements, arrow buttons basically

I maybe need help working out which animation sets are used by each
character, there are a multitude 0-64
so it's a time consuming task

For example Clouse has animation set 26 immediately when he starts talking.

All the animation sets currently are in 0.seq

code looks like this:
Code:
c->SetBodyAnimation(26, this); or
for example
c->SetBodyAnimation(0, this);
3  Modifications / 3D Scenery Models / Re: Portrait meshes on: April 16, 2018, 08:08:33 PM
Cheers  Smiley, I'll keep going with it till I've got some levels implemented, probably
4  Modifications / 3D Scenery Models / Re: Portrait meshes on: April 16, 2018, 06:32:17 PM
5  Modifications / 3D Scenery Models / Re: Portrait meshes on: April 16, 2018, 03:48:42 PM
Things are looking good here, but I have a few concerns like whether the system I'm making will run smoothly on slower computers, I'll have to test that out.  but otherwise I've got lighting to work with render targets.  I'll post screenshots of the grissburg scene that I'm creating.
6  Modifications / 3D Scenery Models / Re: Portrait meshes on: March 30, 2018, 11:38:27 PM
Thanks Evgen, I hope to have some screenshots and a working application with the coming weeks
7  Modifications / 3D Scenery Models / Re: Portrait meshes on: March 24, 2018, 01:04:02 AM
You might notice a cube is imported too, this is the pivot point
8  Modifications / 3D Scenery Models / Re: Portrait meshes on: March 24, 2018, 12:58:05 AM
Here you go(attachment)

[attachment=1]
9  Modifications / 3D Scenery Models / Re: Portrait meshes on: March 22, 2018, 08:58:45 PM
I decided to write an importer for blender because of a stretching problem with textures, that's fixed now

10  Modifications / 3D Scenery Models / Re: Portrait meshes on: March 14, 2018, 02:02:25 PM
There isn't too much for me to reimplement  Smiley
11  Modifications / 3D Scenery Models / Re: Portrait meshes on: March 14, 2018, 01:43:51 PM
It was one or two things, purple lighting using emmisive(a known glitch), but I might be able to do a work-around.  And I can't recall the other problem I had.
Since your implementation is quite big, I don't want to migrate your copy to newer myself.
Best thing is for me to try 4.16 again, also I had another minor glitch where multiple instances of visual studio open
(another known glitch)
I know conversion could be a hassle, so I'll try 4.16
12  Modifications / 3D Scenery Models / Re: Portrait meshes on: March 12, 2018, 09:14:29 PM
What version of Unreal are you using Devast3d? Do you plan on using the latest version?, 4.19, I think there are some bug fixes that affect what I'm doing, but I could try 4.16 again
13  Modifications / 3D Scenery Models / Re: Portrait meshes on: February 28, 2018, 09:19:33 PM
Good Smiley
14  Modifications / 3D Scenery Models / Re: Portrait meshes on: February 26, 2018, 10:32:52 PM
I was doing a lot of curve fitting, in game maker, to see how dark omen does it.
15  Modifications / 3D Scenery Models / Re: Portrait meshes on: February 26, 2018, 09:08:11 PM
yes, basically, but my code needs refining  Smiley
and I still have to see if it looks right for yaw, pitch, roll combined,
I've done most of the calculations.
It's keyframe based animation that are used in 3d modelling software, that's the
basic idea, I'm trying to do it exact but might go for a simpler implementation.
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