Decided to Add Group/Multiple Object Support for the Target Mesh. So now instead of only using 1 Mesh, you can use the current selection (Groups, Meshes) and it creates a Target Mesh from that. Although, by doing this, there is a chance the tool could error if you change selections while in Preview Mode, and select one of…
EricChadwick Also it's really time consuming to use thes shortkey AND move the mouse to the dialog (appear in the last stored position) and hot "OK". Normaly you just hit thes shortcut and the edges are stitched. It's like zack-zack-zack and you stitched 3 edges in 1 second. So it's really more longer. And remember: to…
implementing a modifier plugin version of the sort verts script i posted on another thread added a distance sorting feature (useful for background horizon objects). Mulling over adding "show order" feature either show vert numbers or a mark on first and last vert. Also thinking about a manual update facility though I've…
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 -…
I decided to benchmark my 3D collision detection routine recently, and it's fast. Very fast. Here's a demo - http://rumblesushi.com/grid2.html Hold 1 to add upto 1000 objects. Press C to switch to a FPS camera, which is a collidable object too. On the above demo with 1000 active objects I get 38 fps. The exact same demo…
Working on a lightweight app to pre-filter or blur cubemaps and save to the mipmaps. No UI, no anything yet except a renderer. Runs on the GPU. Takes only 1 or 2 seconds to calculate the blur. I've implemented like 10 specular BRDF's right now, and you can enter your target cube resolution, number of mips, or minimum mip…
wrote a script to snap UV vertices to pixel corners for a current game project: another script is in a wip state but I think I am cracking something big here: It translates UV shells from a source shell to others similar to a stack tool. What is special however about this is that it reads the Geometry topology and not the…
Thanks! Yeah, I could have a Yes/No for the Delete I suppose. I did have Multi-Select setup at first, but I'm not sure if I can get it to work properly or not. Right now though my code is all setup to work with 1 at a time, so i'd have to re-write all of it. Yeah, the Library doesnt load on start, mainly because if u had a…
@TheFlyingMonk: I pack like I do usually by bounds without rotations, and then convert the sprite blobs into Mesh shapes using the NAPE physics library and after that simulate a simple upwards gravity with a shaking X movement so all the pieces slide neatly into each other. Rotations are snapped within 90 degree rotations…
Im pretty sure Frostbite is using Enlighten which is a static solution which requires precalculated data. Light Propagation Volumes is what Cryengine 3 uses. Its less accurate than the way Enlighten works, but it doesnt require any precalculated data (although I am using precalculated indirect light occluders which can…