Upspring 1.54
Moderator: Moderators
If you'd just say
But if you make up a whole story around it toast and whatever, that's just being a smartass because you made your point very clearly already.
Only when something is hard to explain you can help it with an analogy, but this isn't the case here.
In your case though, analogies are just funny because they are so far off lol
Someone should collect AF analogies..
that would be a valid point.I think the point is that it shouldn't be needed.
But if you make up a whole story around it toast and whatever, that's just being a smartass because you made your point very clearly already.
Only when something is hard to explain you can help it with an analogy, but this isn't the case here.
In your case though, analogies are just funny because they are so far off lol
Someone should collect AF analogies..
- Guessmyname
- Posts: 3301
- Joined: 28 Apr 2005, 21:07
JC, I've set up stuff so that we can mass-convert large numbers of 3DOs that don't use OTA-standard texture sets (Talon, TLL, I can add more).
However, due to the way that the files are being translated, I can neither get good results when converting to 3DO, nor are the models being translated in fashion that's useful for conversion to a fully uvmapped model.
What's happening on straight conversions is that the points of the models are being mapped so tightly that mip-mapping causes "bleed"- a dark line around the edges of the polygons:

I can't "cure" this, short of tearing the model completely apart and rebuilding the uvmap, which I'm trying to avoid, for obvious reasons.
Is there a way to get a projection that is accurate to the texture, or, short of that, reflects the actual geometry, allowing me to at least uvmap these things from scratch, but not have to tear the models apart? Whatever is done when 3DOs render is very accurate... why doesn't it work that way, when the S3O is created?
However, due to the way that the files are being translated, I can neither get good results when converting to 3DO, nor are the models being translated in fashion that's useful for conversion to a fully uvmapped model.
What's happening on straight conversions is that the points of the models are being mapped so tightly that mip-mapping causes "bleed"- a dark line around the edges of the polygons:

I can't "cure" this, short of tearing the model completely apart and rebuilding the uvmap, which I'm trying to avoid, for obvious reasons.
Is there a way to get a projection that is accurate to the texture, or, short of that, reflects the actual geometry, allowing me to at least uvmap these things from scratch, but not have to tear the models apart? Whatever is done when 3DOs render is very accurate... why doesn't it work that way, when the S3O is created?
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- Imperial Winter Developer
- Posts: 3742
- Joined: 24 Aug 2004, 08:59
I don't intend any offense Argh; but Upspring really needs attention in a number of important places that will assist people working on s3o files, animation, and other areas useful to people working on more advanced content.
I wonder how prudent it is spending what little of JC's Upspring attention we have on something that is only providing support for outdated 3do models. I really think it is time that as many mods as possible move on from 3do to s3o (you yourself are one of the forerunners of the shift), so that we can make Spring a modern game, rather then a sexy engine running content designed for an engine over a decade old.
I also don't direct any offense at the makers of TLL or Talon (well, maybe TRO for bagging out my tibanna refinery
), but I really think it's time we moved on and focused on ways to encourage Spring to move forward, not continually providing legacy support, which in a way holds it back.
I wonder how prudent it is spending what little of JC's Upspring attention we have on something that is only providing support for outdated 3do models. I really think it is time that as many mods as possible move on from 3do to s3o (you yourself are one of the forerunners of the shift), so that we can make Spring a modern game, rather then a sexy engine running content designed for an engine over a decade old.
I also don't direct any offense at the makers of TLL or Talon (well, maybe TRO for bagging out my tibanna refinery

- bobthedinosaur
- Blood & Steel Developer
- Posts: 2702
- Joined: 25 Aug 2004, 13:31
I think it is a big waste of time though, so I don't care if I offend. It is a stupid concept and a waste of time. If you are going to uv a model do it right or not at all, these sort of half assed conversions are a big waste of time esp..
Warlord Zsinj wrote:Upspring really needs attention in a number of important places that will assist people working on s3o files, animation, and other areas useful to people working on more advanced content.
I heartily agree with Smoth on this.smoth wrote:I think it is a big waste of time though, so I don't care if I offend. It is a stupid concept and a waste of time. If you are going to uv a model do it right or not at all, these sort of half assed conversions are a big waste of time esp..
Warlord Zsinj wrote:Upspring really needs attention in a number of important places that will assist people working on s3o files, animation, and other areas useful to people working on more advanced content.
You have my sword.FLOZi wrote:I heartily agree with Smoth on this.smoth wrote:I think it is a big waste of time though, so I don't care if I offend. It is a stupid concept and a waste of time. If you are going to uv a model do it right or not at all, these sort of half assed conversions are a big waste of time esp..
Warlord Zsinj wrote:Upspring really needs attention in a number of important places that will assist people working on s3o files, animation, and other areas useful to people working on more advanced content.
In gundam, don't lol at me but it took 4-5 hours of coding and checking in game for both the gm sniper animation and the kampfer run. EACH, that wasn't done together, 4-5 hourse EACH! A proper method or should I say a less glitchy/crashy method would allow us to animate easier.
In all honesty, one of the reasons that you guys have not seen anything really neat from me is that I know I will have to animate it :\. As it stands, I use either vehicles or bipeds because I have *READ SHITY* animations for that. To me it is one of the biggest bottlenecks because I hold back on models for that and that alone. I have an entire race designed but I will not do them because their animations would take more then the models.
In all honesty, one of the reasons that you guys have not seen anything really neat from me is that I know I will have to animate it :\. As it stands, I use either vehicles or bipeds because I have *READ SHITY* animations for that. To me it is one of the biggest bottlenecks because I hold back on models for that and that alone. I have an entire race designed but I will not do them because their animations would take more then the models.