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Messages - portify

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46
Modification Help / Re: [Blender] New DTS plugin
« on: August 04, 2017, 01:31:47 PM »
These are the bounds I see when I export and import that .blend with the latest version in the repository:


47
Modification Help / Re: [Blender] New DTS plugin
« on: August 04, 2017, 04:55:12 AM »
It should actually be the opposite now: the bounds should be more accurate than before. Can you send me a .blend?

48
Suggestions & Requests / Re: Need a fixfov add-on
« on: July 28, 2017, 07:00:30 AM »
I could of swore server side getFOV is broken and always returns 90

It returns 90 until changed

49
Modification Help / Re: [Blender] New DTS plugin
« on: July 28, 2017, 06:55:39 AM »
Are you sure it isn't just massive in Blender as well? Keep in mind that the player is only this big:


50
Changes from 0.1.1 to 0.2.0:

69183be Partial support for implementing skinned meshes into armatures
1071a62 Remove the 'use mesh transforms' option, default on
be61fb0 Split compute_bounds into a separate function
659b669 Split save_meshes into a separate function
b9780bd Split save_nodes into a separate function
3be26e4 Remove unused functions
22ae5da Very experimental support for exporting armature modifiers
98af966 Display skinned mesh data in reports
335a2b0 Fix a regression in reading skinned meshes
f986f35 Even more WIP code for generating skinned meshes
b2c374f WIP structure for supporting armature modifiers
d7359b7 Try to support bone parenting
72b054f Try to add nodes from armatures, remove animated_nodes, clean up nodes
846eb91 Remove carriage returns
831f5ba Remove node_indices, node_lookup; set node.index instead
6075f01 Use .sort() instead of sorted()
e5b3406 Remove experimental armature export
7e1ce51 Add a detail level to empty shapes
e126998 s/generate_textures/generate_texture
b624831 Retab DtsTypes
ae12e9a Fix influence and bone indices
ee0bdb7 Move texture generation to a separate function
bc0ed1e Remove unused regexes
a613b5a Implement SkinMesh writing and clarify types
adf20d4 Implement SkinMesh writing and clarify types
a501855 Remove unused IFL properties
8da73a7 Support other rotation modes for import as well
6b0e7ad Support all rotation modes when finding animation matters
ffb6d07 Try to fix error with selection only


Summary:

  • Some bug fixes, code cleanups and minor improvements
  • Simplified the Torque material panel to no longer contain fields that are actually ignored by the game
  • Support rotation modes better (released previously)
  • Removed some options that are no longer supported
  • Fix automatic bounds placement - it should work a lot better now
  • Likely out of date DSQ code - I need to unify this somehow
  • Secret incomplete features that probably don't work


This update does not include anything that specifically would fix this, but feel free to try it again if you haven't fixed it yet. No guarantees though.
I can't easily provide support for this myself as I, on top of already having little free time, work on and provide this plugin entirely free of charge.

51
Add-Ons / Re: Autojet Plus
« on: July 24, 2017, 03:39:33 AM »
Consider having an option to limit the directional movement speed while jets are active so that you don't drop like a rock

52
General Discussion / Re: Server hosting services?
« on: July 19, 2017, 01:08:37 PM »
Holy hell, though--hosting a website is cheaper than Glass Hosting. It doesn't break the bank but if that's it I guess it's best.

Websites are a lot easier to host than Blockland servers (unless you have insane website traffic and need a special setup)

53
Creativity / Re: The new and improved 3D model topic!
« on: July 18, 2017, 03:50:18 PM »

54
Off Topic / Re: post bad company names
« on: July 16, 2017, 04:00:14 AM »
bad dragon

55
General Discussion / Re: Just wanna make sure Im completely forgeted
« on: July 16, 2017, 03:44:27 AM »
you cannot guess the original key by guessing the MAC address as there are too many valid but not correct results in between

56
Suggestions & Requests / Re: Soft Shaders
« on: July 15, 2017, 01:52:40 PM »
replace portify with qoh in the url

57
Speaking of which, I've created a pre-release of a new version of BlocklandLoader which is built on Linux (but it should still be able to be built on Windows), while (hopefully) working on both Windows and Linux. I'd appreciate it if some people could test how well it works on Windows.

https://github.com/qoh/BlocklandLoader/releases/tag/v0.3.0-beta1

58
Modification Help / Re: add all bricks to brickgroup_#######
« on: July 11, 2017, 01:46:43 PM »
Script groups receive the onAdd and onRemove callbacks while sim groups do not.

ScriptGroups (should?) also support the class and superClass fields, like ScriptObjects but unlike SimGroups.

59
Sometimes when I export to DTS I'll notice it'll jump to random frames like fire:end or reload:end instead of reference

If you're including animations in the DTS then it jumping to the end frame of an animation is intended. It goes to the reference frame beforehand (during the export), but you can't see it.

in-game it'll be in whatever forgeted up position corresponds to the frame it jumped to until it animates

When did you last update the plugin? If recently, send me a .blend.

60
Game Modes / Re: Blender
« on: July 07, 2017, 05:19:05 AM »
make it so you can edit tris and stuff

you can only translate, rotate and scale, and you can't compose any triangle from a base mesh with only those transformations

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