unfortunately, yes
some even assumed i developed it
but i only made a lot of models and was advertising it in various forums.
terrain yes, truely it's awesome and has getting far better thanks to "s2odan's" effort in it.
while th co-op doesn't works as good now, many new devs have arrived since last 2011 and participating via github is a mess imo.
nah, it's good but i'm a idiot,
or i simply have problems with my macbook, i miss some parts of the OS (X11 to be precisely) we baught it second hand and the one who sold it hasn't installed X11 with the setup of OSX, neither we have the original softs and Xquartz is no full replacement.
so the software which supports git won't run, neither that i can install the needed libs to do so, because even they refuse because of a missing X11.
to keep it short, i have to use the terminal, snapshot and submit new files by it is a treat, imo.
other things going on with the "young folks", they like to remove the Lua modeling resource and replace it with something more "state of the art" like DirectX meshes (argh, i wouldn't say i hate, but hmm, imo it doesn't fits to pioneer and it's no "new" way to go. yes making scripted models IS tedious and it IS oldfashioned, but i think if you like to find something new you can't build on others work).
i don't think that we gain one FPS with any other system so i see no reason for it, but i'm just the (one) modeler.
i know tom morton the project starter loves it, else he wouldn't used it.
and was more then happy to find one who had the will to bite himself through this piece of turd.
but perhaps they don't get far with their longings, i hope the last word is left to Tom and J.Jordan.
besides if i remember right he refused to use any other then a wavefront support, because of 100% GNU compliance.
so you can make models with any CAD and export them to .obj, but all the rest must be done scripted.
and animating the stuff seems to be the crux, yeah boys make yourself wise.
it isn't that hard and imho if one is for real interested in 3d models, well he should try.
if it's good for nothing else, but it's good to teach you making better animations even with MAX or whatever you use.
i know this because i have seen many mistakes made in other opensourced games models animations, just because they miss the basics.
likewise you have to learn in school 1x1, there is a 1x1 for modelers. if you know that shit you won't make mistakes like wrong rotating parts, flickering positions and such. it's imo all because they depend on that the software solves all.
but MAX and even Blender are made to render models, so they use a lot of correctional data to make it easy for you.
but when you export the mesh to i.e. XNA, you wonder why it didn't works like expected, because their is no correctional data stored.
(most seen mistake, add i.e a landing gear to the right side, now go and mirror it, max can handle it you can animate the mirrored part like the original one, but in fact the axes are mirrored, so when you export it now the movement is mirrored (matrix shit).
one who knows this fact knows that he has to find a way to have the parts axes aligned to "world" before you export the model.
else all comes "upside down". what is tickling, yes tickling me, i had to laugh, seeing them correcting this behave with a framerate of 30'000 i.e. it's very fast then but the problem still persists, the matrix of the animation don't reflects the matrix of the model.
well "idiots" like me can hack it, but...
yeah, learn the basics...
besides a problem you don't have with a script and wavefront objects, i can declare the axes in the script and anyways they are loaded all aligned to world.
and tom is a mathematician, he just loves this stuff of making models with expressions. which completely overwhelms me when i see how a bezier can be precalculated i.e. this is out of my reach.
some even assumed i developed it
but i only made a lot of models and was advertising it in various forums.
terrain yes, truely it's awesome and has getting far better thanks to "s2odan's" effort in it.
while th co-op doesn't works as good now, many new devs have arrived since last 2011 and participating via github is a mess imo.
nah, it's good but i'm a idiot,
or i simply have problems with my macbook, i miss some parts of the OS (X11 to be precisely) we baught it second hand and the one who sold it hasn't installed X11 with the setup of OSX, neither we have the original softs and Xquartz is no full replacement.
so the software which supports git won't run, neither that i can install the needed libs to do so, because even they refuse because of a missing X11.
to keep it short, i have to use the terminal, snapshot and submit new files by it is a treat, imo.
other things going on with the "young folks", they like to remove the Lua modeling resource and replace it with something more "state of the art" like DirectX meshes (argh, i wouldn't say i hate, but hmm, imo it doesn't fits to pioneer and it's no "new" way to go. yes making scripted models IS tedious and it IS oldfashioned, but i think if you like to find something new you can't build on others work).
i don't think that we gain one FPS with any other system so i see no reason for it, but i'm just the (one) modeler.
i know tom morton the project starter loves it, else he wouldn't used it.
and was more then happy to find one who had the will to bite himself through this piece of turd.
but perhaps they don't get far with their longings, i hope the last word is left to Tom and J.Jordan.
besides if i remember right he refused to use any other then a wavefront support, because of 100% GNU compliance.
so you can make models with any CAD and export them to .obj, but all the rest must be done scripted.
and animating the stuff seems to be the crux, yeah boys make yourself wise.
it isn't that hard and imho if one is for real interested in 3d models, well he should try.
if it's good for nothing else, but it's good to teach you making better animations even with MAX or whatever you use.
i know this because i have seen many mistakes made in other opensourced games models animations, just because they miss the basics.
likewise you have to learn in school 1x1, there is a 1x1 for modelers. if you know that shit you won't make mistakes like wrong rotating parts, flickering positions and such. it's imo all because they depend on that the software solves all.
but MAX and even Blender are made to render models, so they use a lot of correctional data to make it easy for you.
but when you export the mesh to i.e. XNA, you wonder why it didn't works like expected, because their is no correctional data stored.
(most seen mistake, add i.e a landing gear to the right side, now go and mirror it, max can handle it you can animate the mirrored part like the original one, but in fact the axes are mirrored, so when you export it now the movement is mirrored (matrix shit).
one who knows this fact knows that he has to find a way to have the parts axes aligned to "world" before you export the model.
else all comes "upside down". what is tickling, yes tickling me, i had to laugh, seeing them correcting this behave with a framerate of 30'000 i.e. it's very fast then but the problem still persists, the matrix of the animation don't reflects the matrix of the model.
well "idiots" like me can hack it, but...
yeah, learn the basics...
besides a problem you don't have with a script and wavefront objects, i can declare the axes in the script and anyways they are loaded all aligned to world.
and tom is a mathematician, he just loves this stuff of making models with expressions. which completely overwhelms me when i see how a bezier can be precalculated i.e. this is out of my reach.