been working on some tools for my Ultima inspired tile based game in Unity.... - export tiles max script from max to FBX and render 2D sprites to be used in the map editor - bake script to automatically bake lightmaps for a set of tiles for a section of the map - wrote the map editor in Qt/C++. Tiles are organized by…
early slap together concept of a voxel engine in flash: demo link: http://renderhjs.net/bbs/polycount/voxel/dmo01 It misses z-sorting, shading and colored voxels but it gets me closer to approve it here at the company so that it can be used for the next game. I plan on using a orhtographic view so that I can cache a voxel…
I just did a quick test, the user defined properties are embedded in the object. If you merge from one scene to another the data is preserved. So the data is not stored in the scene itself. But I agree, they suck because other script can overwrite that data easily. :/ It should work the same way "custom properties" work…
I'm in the process of tweaking and optimising my collision broadphase, so I can get on with working on my first game. I LOVE grids as a collision broadphase. With small enough grid nodes, you can get the amount of checks down as low as a quadtree, but with almost no overhead. The grid is so simple and so fast. It's 360…
so Vresu send me a sample SWF file which was unfortunately compiled in AVSM1 (Actionscript 1 or 2 movie), fortunately I was able to parse it with a workaround. It shows 9 different animations of a monster. unity screenshot with flash movie: There is no tween state yet which means some objects appear double even though they…
https://youtu.be/I4shNs4srKw https://youtu.be/Y_bSzn3-h2k https://github.com/mhdmhd/MayaSceneConverter Maya Scene Converter is a python-based Qt tool for converting scenes from a render engine to another in Maya, it is not a perfect conversion and it depends on rules files and how good they are but gives you a great head…
Took the xyzWindow script for Maya posted here the other day and updated it to be a full transform type-in window that mimics Max. Maybe someone here can get some use out of it (or give some thoughts on improving it): ////////////////////////////////////////////////////title: xyzWindow//Version: 2.0//Date:…
Been playing Mount & Blade Warband recently, and decided to have a crack at learning Python properly by writing an importer for their binary BRF format. Been reverse-engineering the format based on their export script for Python, mostly pretty straightforward so far. Currently I'm just building the raw mesh, next up is…
posted a preview release of TexTools 3.0 that includes the recent camera painting script. http://boards.polycount.net/showpost.php?p=1056535&postcount=665 Several things have been tweaked for the script:* non visible faces (backface culling) will not be rendered in the texture map and instead have a magenta color (255 0…
Hey, thanks for the links. I ended up solving it differently and hope this is now somewhat appropriate to post. Today I did this script, after weeks of painful reworking a fractured platform by hand and not being able to properly reitterate on it: [ame="http://www.youtube.com/watch?v=DA91BDeY4BU"]Merging Script -…