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Messages - 20EnderDude20

Pages: 1 ... 4 5 [6] 7 8
76
Project announcement / Re: Sonic Z-Treme
« on: July 26, 2018, 10:40:58 pm »
Got it to use just 45 faces, just by using a cube instead of an icosahedron as its base.

77
Project announcement / Re: Sonic Z-Treme
« on: July 26, 2018, 08:55:15 pm »
Anyway, I made a badnik for Crystal Frost which should be a lot easier to implement. I hope the game is nicely coming along!

78
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 26, 2018, 07:21:11 pm »
I’ve been trying to make the drill char blink by using shape keys, but you can see where the vertices of one texture move back inside while the other one moves out. I think this is because of the interpolation making the transformation between the two frames smooth, even though it’s not the intended result. I hope there might be a way to specify a ztp file to turn OFF the interpolation for certain animations.

79
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 25, 2018, 08:21:57 pm »
Do you think you can add a flag to make the assigned faces be metal (aka, using the green/red goraud bug) ?

80
Project announcement / Re: Sonic Z-Treme
« on: July 25, 2018, 07:42:29 am »
Do you anticipate you’ll be using my animation in the near future?

81
Project announcement / Re: Sonic Z-Treme
« on: July 25, 2018, 02:43:00 am »
I think we can overcome that. Like Sonic Adventure, add the requirement to mash that "A" button, and add a stamina to his duration of flight.

82
Project announcement / Re: Sonic Z-Treme
« on: July 24, 2018, 04:05:21 pm »
The rig was a little messy, I must say. I didn't focus on the animation that much because I was learning how the converter works. I can fix it later.

83
Project announcement / Re: Sonic Z-Treme
« on: July 23, 2018, 10:30:05 pm »
Here is me running it in yabause, with a buffering frame and all (pardon my lack of consistency of the frame rate, I use a potato): https://youtu.be/1Kx3yX9Pq5g

84
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 23, 2018, 05:23:29 pm »
It does output a file, yet the last frame is messed up, like the vertices are in random coordinates.

85
Share your code / Re: Model converter (.ZTP) -0.1 - WIP
« on: July 23, 2018, 04:44:20 pm »
Setting the interpolation to 0 (2^0) makes the program crash.

86
Project announcement / Re: Sonic Z-Treme
« on: July 23, 2018, 04:58:06 am »
I have been messing around with tails.h, to get rid of what seems to look like inverted backface culling, with copying anorms.h, and I've had no luck. How did you make backface culling work correctly?

87
Project announcement / Re: Sonic Z-Treme
« on: July 23, 2018, 03:38:22 am »
Just a little bug... but the model converter doesn't have an #endif after an #ifndef. just a minor inconvenience, though...

88
Project announcement / Re: Sonic Z-Treme
« on: July 23, 2018, 01:49:27 am »
Turns out the crash was because texture EYE_4 wasn't found because I forgot to put the underscore! The textures... were... well... let's just say tails looks absolutely hilarious...

89
Project announcement / Re: Sonic Z-Treme
« on: July 23, 2018, 01:16:19 am »
I just discovered that wasn't the main issue... It's probably the map_kd flag for the materials, because I can't think of anything else wrong at the moment...

90
Project announcement / Re: Sonic Z-Treme
« on: July 23, 2018, 01:02:22 am »
I've assigned the textured polygons in 32x32 blocks, and after all of the compiling and everything, any emulator stops responding. No debug message... nothing. I set all of the .tga files to have RLE compression, and to have the origin be at the bottom left. Is this an issue with the model? Oh, and here's a tree of the input folder:

:
Code: [Select]
    CHEST.tga
    CHEST_2.tga
    C_BLACK.tga
    C_ORANGE.tga
    C_RED.tga
    C_WHITE.tga
    EYE 4.tga
    EYE.tga
    EYE_2.tga
    EYE_3.tga
    tails chest.png
    tails eye.png
    tails.obj
    tails_000001.mtl
    tails_000001.obj
    tails_000002.mtl
    tails_000002.obj
    tails_000003.mtl
    tails_000003.obj
    tails_000004.mtl
    tails_000004.obj
    tails_000005.mtl
    tails_000005.obj
    tails_000006.mtl
    tails_000006.obj
    tails_000007.mtl
    tails_000007.obj
    tails_000008.mtl
    tails_000008.obj
    tails_000009.mtl
    tails_000009.obj
    tails_000010.mtl
    tails_000010.obj
    tails_000011.mtl
    tails_000011.obj
    tails_000012.mtl
    tails_000012.obj
    tails_000013.mtl
    tails_000013.obj
    tails_000014.mtl
    tails_000014.obj
    tails_000015.mtl
    tails_000015.obj
    tails_000016.mtl
    tails_000016.obj
    tails_000017.mtl
    tails_000017.obj
    tails_000018.mtl
    tails_000018.obj
    tails_000019.mtl
    tails_000019.obj
    tails_000020.mtl
    tails_000020.obj
    tails_000021.mtl
    tails_000021.obj
    tails_000022.mtl
    tails_000022.obj
    tails_000023.mtl
    tails_000023.obj
    tails_000024.mtl
    tails_000024.obj
    tails_000025.mtl
    tails_000025.obj
    tails_000026.mtl
    tails_000026.obj

And this is what one of the .mtl files say:
:
Code: [Select]
# Blender MTL File: 'tails walk fix.blend'
# Material Count: 10

newmtl CHEST
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.124741 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails chest.png

newmtl CHEST_2
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.124741 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails chest.png

newmtl C_BLACK
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.000000 0.000000 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0

newmtl C_ORANGE
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.124741 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0

newmtl C_RED
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.000000 0.001040
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0

newmtl C_WHITE
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.800000 0.800000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0

newmtl EYE
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails eye.png

newmtl EYE_2
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.800000 0.124741 0.000000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 0
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails eye.png

newmtl EYE_3
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails eye.png

newmtl EYE_4
Ns 96.078431
Ka 1.000000 1.000000 1.000000
Kd 0.640000 0.640000 0.640000
Ks 0.500000 0.500000 0.500000
Ke 0.000000 0.000000 0.000000
Ni 1.000000
d 1.000000
illum 2
map_Kd C:\Users\ADMIN\Desktop\tails sonic r\tails eye.png


I don't really understand what I'm doing wrong here...

Thanks!

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