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Author Topic: Changed to Older Releases [builds 1162 to 1230]  (Read 640388 times)

Steve

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #420 on: August 17, 2015, 03:12:41 pm »

OK I'll take a look at win10.
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Trevor

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #421 on: August 23, 2015, 05:52:32 am »

Got another suggestion, Current mouse co-ordinate in the bottom tray.

I was using the knife tool and even with CAD mode on there is no indication of where Im cutting.

Trev

Edit:
Just a reminder that Ambient Occluder is still acting oddly on internal surfaces
« Last Edit: August 23, 2015, 02:29:41 pm by Trevor »
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ianross

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #422 on: August 25, 2015, 06:30:50 am »

Steve I sent you a message and an email,
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Steve

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #423 on: August 25, 2015, 09:29:59 am »

Trevor: #098-069 - Ambient occlusion - light leaks through corners. can you send a model that shows this well. It'll save me some time reproducing and fixing it.

Knife coordinates: good idea.

ianross: I'll get back to you - gotta run right now...
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captaindrewi

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #424 on: August 25, 2015, 09:41:09 am »

@ steve....just a reminder re looping problem located pre Italy break. ciao.
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Trevor

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #425 on: August 25, 2015, 01:41:37 pm »

Hi steve,
Ill attach the same model I showed with the scene already set up.
I still beleve its some sort of overflow maybe since some corners do darken, but then when the surface is dark it suddenly turns white in the corners...

I was also messing about with trying to do some HDR compression for the inside, but failed since even though Ambient Oclustion was on, if the Ambient componant was turned up, it would not change the occlusion 'particles' but it would add a uniform brightness to the model wich was unwanted.
Heh, I guess we will have to wait till you someday add HDR tools.


A new thing, well, maybe not so new, but just thought Id mention, is that in RayTracing mode, the Camera Near Clip Plane is not correct.
The green line representing the frustrum only represents scanline, When in RayTracing mode, the clip seems to be at camera 0,0,0.
On a related note, the Z Limits menu does not effect the camera... I think it should.

Trev
« Last Edit: August 25, 2015, 01:43:03 pm by Trevor »
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Steve

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #426 on: August 26, 2015, 10:40:58 am »

Trevor: Thanks, I can reproduce it.  I did notice one thing about your model. Some of the walls don't have any thickness. They're not a fully enclosed manifold (solid) but just one surface thick. It will help to give everything some thickness (but there is still a problem that I need to work on even when you do this).
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Trevor

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #427 on: August 26, 2015, 06:28:38 pm »

Ah, well, Its a modual for being inserted into a game map.
Also, Polycounts are importiant even though they may be culled, so surfaces that i regard as being underground or something will not be filled, Same for surfaces that intersect other surfaces (like the partition in the Type22 Pillbox, it has no top nor bottom faces as these would waist ram (not by much I know, but hey, every little counts on the N64)

Thanks for looking into it though, its really neat to render with the high quality rendering from An8, then replicate it on a vertex level (to a limited degree) for importing into GoldenEye. (youl notice I cut the shadow lines on the holes and also added the bright spots on the floor. Other effects I do later with the ability to shade per-vertex (an8 really needs this too))

Trev
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bayinghound

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #428 on: October 01, 2015, 07:42:49 am »

I think it would be awesome to integrate the functionality of termin8tor. Though that could use some better particle effect.

Is it my imagination or does this build render faster? I like it, lots of very useful bells and whistles.
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lppena

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #429 on: October 02, 2015, 03:39:31 am »

I haven't heard of this one. What is it?
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bayinghound

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #430 on: October 02, 2015, 08:00:09 am »

Termin8tor uses an8 files. You can do some particle effects, make terrain with height maps and a few other things. The website is down but I was able to download it. You can read about it somewhere in the forum.

But seriously, I think it would be an awesome addition.
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kreator

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #431 on: October 02, 2015, 09:34:08 pm »

I think bayinghound is referring to Terrainim8or Ippena
« Last Edit: October 02, 2015, 09:35:17 pm by kreator »
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captaindrewi

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #432 on: October 03, 2015, 03:52:35 am »

or terranim8or
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bayinghound

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Re: Current Development Release - Build 1185, August 3, 2015
« Reply #433 on: October 03, 2015, 06:48:52 am »

Thats what I meant. Sorry, I brew beer for a living and had just done a tasting session.
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bayinghound

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Possible features?
« Reply #434 on: October 06, 2015, 04:10:15 am »

I would love to see a way of cutting, pasting and mirroring in scenes, especially when you have a figure/sequence where you want multiple instances in a scene. Lets say you've modelled a car, you want to do a racing scene. The first figure and sequence could be copied and pasted. I'd also like to see a nudge like in the object area for those little spacing tweaks.

It would be cool too, to be able to cust and paste several scene elements into one. Is it possible already and I'm overlooking it or is it possible to do at all?
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