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by Redacted · in Artist Corner · 01/11/2009 (9:59 am) · 14 replies
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#2
01/11/2009 (10:02 am)
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#3
01/11/2009 (12:12 pm)
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#4
LODs created via the layers: So only one armature will now be used for LODs? Which sounds like it should reduce file size or increase performance? (though my experience with performance was that it was always fine)
You promised not to yell......
01/11/2009 (4:58 pm)
Quote:I'm interested in any feedback that you may have regarding:
* the changes made in this version
Post 'em here (I promise not to yell at anyone ;-)
LODs created via the layers: So only one armature will now be used for LODs? Which sounds like it should reduce file size or increase performance? (though my experience with performance was that it was always fine)
You promised not to yell......
#5
01/11/2009 (5:04 pm)
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#6
01/11/2009 (6:22 pm)
Ah I see. Great. Cheers for all your hard work.
#7
01/11/2009 (6:34 pm)
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#8
Does the new exporter work with the new Blender? I found a few problems last exporter update when I updated Blender too and went back to using Blender2.44 with your exporter0.964.
Also, well done on the docs on your website. Last time I looked I think you only had the billboarding tut up, though I noticed BBZ isn't activated in TGEA1.7.1, don't know about 1.8 yet, haven't ported my stuff over to it. (though I have downloaded 1.8).
01/11/2009 (8:30 pm)
Cool. I'm just finishing off my current environment and then I need to alter my AI/player models, they need a few more bones in their armatures for better movement (they were my first try at custom skeletons and only have a single bone for the whole spine, can't look higher than 54 degrees and always look like they're running for the outhouse!)Does the new exporter work with the new Blender? I found a few problems last exporter update when I updated Blender too and went back to using Blender2.44 with your exporter0.964.
Also, well done on the docs on your website. Last time I looked I think you only had the billboarding tut up, though I noticed BBZ isn't activated in TGEA1.7.1, don't know about 1.8 yet, haven't ported my stuff over to it. (though I have downloaded 1.8).
#9
01/12/2009 (2:34 am)
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#10
I didn't do anything fancy, just exported a static object with a single colmesh and 4 LODs. Looks exactly the same in-game, same file size. Haven't tried animations yet (haven't read up on how to use IFL yet).
Only thing I really noticed that under the "Nodes" tab (I guess this replaces the armatures tab on previous releases) that every object initially showed up, meshes, shape node/empty, all the other empties before I deleted the LOD empties, the camera, the light, everything. I deselected everything as I wasn't exporting an armature and thus didn't have any neccessary bones listed and the exporter ran fine.
As TGEA materials are all controlled from the material.cs, rather than being selected in the exporter's material tab like in TGE, you probably shouldn't bother. Maybe just add a little paragraph with words to that effect.
01/12/2009 (6:34 pm)
Just had a little test run and I do like the new exporter, the LOD/COL/LOS layer system is a very good idea. Makes the whole thing feel/look a lot more "space-age". Was also quite simple to get used to, I didn't even read the instructions (hey, I'm a man!).I didn't do anything fancy, just exported a static object with a single colmesh and 4 LODs. Looks exactly the same in-game, same file size. Haven't tried animations yet (haven't read up on how to use IFL yet).
Only thing I really noticed that under the "Nodes" tab (I guess this replaces the armatures tab on previous releases) that every object initially showed up, meshes, shape node/empty, all the other empties before I deleted the LOD empties, the camera, the light, everything. I deselected everything as I wasn't exporting an armature and thus didn't have any neccessary bones listed and the exporter ran fine.
Quote:I probably need to add some TGEA specific info to the material options section as well.
As TGEA materials are all controlled from the material.cs, rather than being selected in the exporter's material tab like in TGE, you probably shouldn't bother. Maybe just add a little paragraph with words to that effect.
#11
01/12/2009 (6:48 pm)
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#12
01/14/2009 (6:49 am)
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#13
04/15/2009 (11:10 am)
Thanks man, great site, just checked it out.
#14
Put it in my Delicious links.
04/17/2009 (12:19 am)
Thanks for the site. That bundles the information nicely, and you don't wake up in the morning seeing GG has changed the site completely without notifying anybody.Put it in my Delicious links.
Torque Owner Redacted