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Messages - 20EnderDude20

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61
Project announcement / Re: Sonic Z-Treme
« on: August 01, 2018, 11:17:37 pm »
for some reason, the rig I got online had one of Robotnik's arms lodged further in his body than the other. I fixed that, and I made the arms have some kind of depth... It should be fine now. May this also be used in the near future?

62
Project announcement / Re: Sonic Z-Treme
« on: August 01, 2018, 07:01:12 pm »
Okay, I made the hands have some depth. However, I’m typing this message on my iPad, so I can’t give you a screenshot right now. 😐

63
Project announcement / Re: Sonic Z-Treme
« on: August 01, 2018, 02:35:07 am »
I thought I was the only one who saw that! The upper half of Robotnik was from Sonic R. But I must agree, they look ludicrously flat. I thought you would let it ride because he’s an NPC.

64
Project announcement / Re: Sonic Z-Treme
« on: August 01, 2018, 02:29:53 am »
Here is Robotnik's running animation: https://www.youtube.com/watch?v=Thn7xbAuM9Q

65
Project announcement / Re: Sonic Z-Treme
« on: July 31, 2018, 10:26:58 pm »
I didn't think that the scale of the obj would matter. Thanks!

66
Project announcement / Re: Sonic Z-Treme
« on: July 31, 2018, 06:17:42 pm »
Well, what can we do about it? ¯\_(ツ)_/¯

67
Project announcement / Re: Sonic Z-Treme
« on: July 31, 2018, 04:29:46 pm »
Yes, I did make sure. There was a pentagon on the bottom. I triangulated it, then made it into quads. His nose is in 3d. However, the normals are acting up even though I made blender calculate them.

68
Project announcement / Re: Sonic Z-Treme
« on: July 31, 2018, 04:21:31 pm »
I made a Robotnik model, which only has exactly 100 vertices. I don't exactly know how I landed right on 100 with the vertex count.  8)

69
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 29, 2018, 07:58:49 pm »
So, it looks MUCH better, with your statement in mind!  8)

But why does the texture on the triangle still have this curved distortion?

70
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 29, 2018, 07:34:30 pm »
I've been trying to counter the distortion of displaying a texture on a triangular polygon, and it seems that there is another factor that comes in...
As an example, I made the Windows logo in Flash, and I skewed it on the X axis at 45 deg, because I was going to put it on an isosceles right triangle. However, when I ran the emulator, the texture seems to be distorted, with a curve to it...

May someone please tell me why this other distortion occurs?

71
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 28, 2018, 04:45:45 pm »
I made a modification to the framerate code in the my_gamepad function so that it can go over 2.0, yet stay above 0:

Code: [Select]
    if (jo_is_pad1_key_pressed(PER_DGT_TL))
{SynchConst=(Sint8)1; framerate-=1;}

    else if (jo_is_pad1_key_pressed(PER_DGT_TR))
{SynchConst=(Sint8)2; framerate+=1;}
    else if
    (framerate<0)
    {framerate=0;}

The above negative integer prevention part of the code only seems to reset the framerate integer to 0 as soon as the left trigger is released. How would I remove the possibility of negative integers completely?

72
General Jo Engine Help / Re: compile.sh hangs while cleanup happens
« on: July 27, 2018, 07:40:07 am »
Keep in mind that it doesn't do this in Windows 7. Yes, I did try to use wine on compile.bat.

73
General Jo Engine Help / Re: compile.sh hangs while cleanup happens
« on: July 27, 2018, 03:37:22 am »
I've made this discovery: I used the wrong syntax (I did sh ./compile.sh instead of ./compile.sh). Also, the demo projects don't produce iso files that seem to be suitable for execution. I can tell because any emulator will just hang at the sega logo, but XL2's animation loader executes successfully. What is going on?

74
Project announcement / Re: Sonic Z-Treme
« on: July 27, 2018, 01:37:34 am »
D'oh!

75
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 26, 2018, 10:51:54 pm »
ikr

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