Blizzard always has the best April Fools Day pranks; the Terra Tron is fucking awesome! The epitome of Terran engineering, with a mix of Transformers and Gobots. Even the voice script is funny (its Blizzard, would you expect anything less?) The Diablo III Archivist made me grin as well, especially the "Shush" ability.
[ QUOTE ] PURE. COMIC. GOLD. The funniest part isn't even that he wants to develop an MMORPG in HTML [/ QUOTE ] I understand the races, I mean, this guys a dumbass for that, but what makes the HTML part stupid? Theres a ton (I'm exaggerating just a handful) of MMORPGs made using HTML, Java script, and AJAX.
Ok... I think I'm getting to where I want to be now. I have code, but it's only for testing, and is really messy. I'm going to try writing the full script for what I want to do now. Hopefully, it works out. I'm having a much easier time referencing things.
There are scripts (or feature included by default in some softare), make different UV islands from hard edge or smoothing groups with 1 click. Like "flatten by smoothing groups" in 3ds max. It's faster than manually splitting edges (only on cylinders need to split, because they're 1 smoothing group)
Thanks for kind words everybody. All I did was just putting together what's there. All hard works from 3dsMaxx dev. BTW, does anyone have screen space curvature DX shader code? I really want to add that to this script. But, writing DX shader is beyond me.
Besides looking at baking with mental Ray.. maybe dissecting these two old convert to file scripts might give you some ideas? Download copyConvertSolidTx.mel and performConvertSolidTx.mel ( not sure if they still work ) old school: The original Gamasutra article circa 2001:…
I don't think reactor does what you think it's doing...though I don't know for sure. Anyway, maybe you just want to auto-generate a convex hull similar to UDK and be able to edit it? Try this out for size -> http://www.scriptspot.com/3ds-max/scripts/convex-hull
It all depends on how expensive the use of alpha is in your game-engine. but I would have done it with an alpha in this case, picked one of the links in the chain and baked it to a plane, and used that with a chain-maker script (which you can find easily on creative crash for example), to create the low-poly chains.
Sad to see this. But there must be / is a way to counter this. As much as we complain we are doing just that. Create worldwide union and go independent. We are those who create the content from script writers to all sorts of cg artist. Imagine, if we worked as one, we could be in way better position.
i'm not sure how your script works but if your going to do this sort of thing a lot look into vertex reordering and localized vertex reordering. thats how film studios deal this sort of thing. and there is a lot of morphing and remodeling in that environment. your morphs have a nice personality to them regardless, kudos.