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nemyax last won the day on March 27 2018

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About nemyax

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  1. I was hard pressed to find any decent 3D game at https://godotengine.org/showcase. I wonder if the engine is even suitable for anything other than feature demos.
  2. robcat2075 Looks like it's a matter of batch-replacing "SEGMENT>" by "NULLOBJECT>" in your selection of lines. And I think Notepad++ supports Python too.
  3. That's a tall order, because A:M markup isn't real XML.
  4. John Bigboote Wouldn't the autoscaling affect the weighted CPs? The results could be ugly at the joints.
  5. HModel::BuildExportModel and HModelCache::BuildExportModel are probably buggy.
  6. IK won't give you any overlap. Offsetting keys would work better.
  7. TopsyTriceratops My Blender plug imports geometry, UVs and bones from MDL. After import into Blender, you can export everything to FBX, which is very popular. OBJ doesn't support bones, and X is near useless.
  8. Next step: port it to OpenGL =)
  9. I might take a stab at LSCM unwrapping after I've tackled it in my own project, but I'm not promising anything.
  10. I suppose you realise that the tessellation control and tessellation evaluation stages are performed at every frame, unless you employ some post-transform cache trickery. You might be better off precalculating your tessellated surface in the main program. I don't think A:M users really care. For example, when I released the Blender-to-MDL addon, a couple of wows were voiced, and then everyone promptly forgot all about it.
  11. There are no "splines" or "polygons" at the renderer level really, just sets of point-based input data for the shading algorithms.
  12. LSCM unwrapping should be doable with the current SDK. I don't think it has to depend on the core application. But things like painting in 3D do need some serious core support.
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