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Search found 70 matches
- Thu Mar 22, 2007 7:11 pm
- Forum: 3D/2D models
- Topic: need help with DK2 models
- Replies: 25
- Views: 10712
you are right.. the VGEO data seems to increase over as it goes.. but then again so does the poly data I found what looks like vertex data in the VERT chunk :D 32 or 36 bytes per vertex dunno { int32 float nx flaot ny float nz float x float y float z int32 } or with normals last I don't remember wit...
- Thu Mar 22, 2007 8:33 am
- Forum: 3D/2D models
- Topic: need help with DK2 models
- Replies: 25
- Views: 10712
- Sun Jan 14, 2007 8:50 am
- Forum: 3D/2D models
- Topic: History of DirectX
- Replies: 3
- Views: 2541
Controversy regarding M$ practices is well known. One would see them as "inconceivable" and another as "strictly business". I wanted to put this in some kind of general perspective and fish out the most prominent features of each iteration of D3D. All's found here: http://en.wikipedia.org/wiki/Dire...
- Sat Jan 13, 2007 9:15 am
- Forum: 3D/2D models
- Topic: Identify and Interpret 3d models, help in Megaman Legends
- Replies: 10
- Views: 8446
- Sat Jan 13, 2007 4:32 am
- Forum: 3D/2D models
- Topic: History of DirectX
- Replies: 3
- Views: 2541
Stealing technology and misinforming programmers and users with cryptic names such as ClearType and FlexibleVertexFormat, oh and making sure games are released only on windows by not supporting anything else :) no seriously, Direct X/3D is just an API and like many APIs it doesn't bring anything new...
- Sat Jan 13, 2007 4:01 am
- Forum: 3D/2D models
- Topic: Re the announcement above.
- Replies: 19
- Views: 7008
Speaking of interesting search algorithms, I read a fascinating article on the AI of F.E.A.R. It uses an A* search algorithm that constantly determines the most efficient way of killing you, the player, based on conditions like cover, current status, ammunition, player facing, etc. Other enemies ca...
- Fri Jan 12, 2007 2:55 am
- Forum: 3D/2D models
- Topic: Textures. Graphics. And the like --> Wiki
- Replies: 9
- Views: 5354
I was thinking something along those lines :) basically allow mexcom to open/preview pictures inside the archives it can open. graphics file formats are usualy just picture containers so once you get past the header the rest is raw image data arranged in one way or another something like the mexscri...
- Thu Jan 11, 2007 8:28 am
- Forum: Website
- Topic: Purge Forum Alert: Greet or die
- Replies: 153
- Views: 47318
- Thu Jan 11, 2007 6:24 am
- Forum: 3D/2D models
- Topic: Re the announcement above.
- Replies: 19
- Views: 7008
Ima say that it just stops reading after a certain point. Essentially what happens is the program opens the file, reads the RGB values for a 64x64 texture and then just quits. yup, and if it doesn't and actually reads pass its pre-allocated buffer then the program would crash sooner or later -- Sor...
- Wed Jan 10, 2007 11:03 pm
- Forum: 3D/2D models
- Topic: Re the announcement above.
- Replies: 19
- Views: 7008
- Wed Jan 10, 2007 6:16 pm
- Forum: 3D/2D models
- Topic: Identify and Interpret 3d models, help in Megaman Legends
- Replies: 10
- Views: 8446
I could take a quick peek at the file if you post it :) games don't store edge visibility flags, they use the vertex normal for lighting(what they call smooth groups in 3dsmax) edge data is redundant since the face index tells you what vertices makes what face in a specific order. --- if Im not mist...
- Wed Jan 10, 2007 7:53 am
- Forum: 3D/2D models
- Topic: Re the announcement above.
- Replies: 19
- Views: 7008
doubling a texture resolution basically adds 4 times the data, that may be why you are getting only 1/4 of the picture so the resolution is locked :( original resolution 1(think of this as a square) to enhance one needs to add 1 3 times to maintain the same aspect ration 12 34 3 times as big will be...
- Wed Jan 10, 2007 6:55 am
- Forum: 3D/2D models
- Topic: Re the announcement above.
- Replies: 19
- Views: 7008
It makes sense for it to be an engine limitation, huge size texture where unthinkable in the times where 32 or 64 mb of memory was a commodity ;) I don't know what size texture you are trying to use thought. depending on the tessellation the skew you speak of could be a wave effect or artifacts from...
- Wed Jan 10, 2007 6:21 am
- Forum: 3D/2D models
- Topic: Identify and Interpret 3d models, help in Megaman Legends
- Replies: 10
- Views: 8446
here are some random tips :) I don't know what type of game megaman legends is but finding vertices made from 16 bit integers is very far fetched vertices are usually made from floats(32bit) the typical vertex in games is (position) X Y Z, (Normal) nX nY nZ and (texture coordinates) U and V and perh...
- Wed Jan 10, 2007 5:28 am
- Forum: Website
- Topic: Purge Forum Alert: Greet or die
- Replies: 153
- Views: 47318