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| Topic Started: Feb 15 2014, 07:38 AM (241,656 Views) | |
| Slothy Dude | Nov 21 2014, 03:39 PM Post #691 |
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The Happy Xenarthran.
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I have EE and that has the Jay right? |
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| HENDRIX | Nov 21 2014, 03:48 PM Post #692 |
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The latest version does include it, previous ones did not. |
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| Slothy Dude | Nov 21 2014, 03:50 PM Post #693 |
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The Happy Xenarthran.
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I downloaded the one from Your new folder like a week ago... |
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| HENDRIX | Nov 21 2014, 04:00 PM Post #694 |
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That should do the trick, you probably have an older version of aves overwriting it, or you downloaded it before it was updated... |
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| Slothy Dude | Nov 21 2014, 04:03 PM Post #695 |
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The Happy Xenarthran.
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Ok so redownload aves right? |
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| Anas Platyrhynchos | Nov 22 2014, 02:12 PM Post #696 |
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The Quacky Canine
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I Actually have the same problem as Sloth Dude. but I already have your jay. I think the problem could be with the aves file on your dropbox because I redownloaded it quite a lot and I still have the old Eurasian eagle owl. do you know what could be going on |
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| SLGray | Nov 23 2014, 12:26 PM Post #697 |
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Do you see the white stork in the Aves filter? If you do then you have the newest Aves update. |
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| Anas Platyrhynchos | Nov 23 2014, 01:37 PM Post #698 |
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The Quacky Canine
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the white stork has been listed under the Aves folder since the day I first downloaded Aves. so that's no help
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| tigris115 | Nov 23 2014, 06:15 PM Post #699 |
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Is Dropbox just really sensitive to traffic? I can't get AVES |
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| Slothy Dude | Nov 23 2014, 10:14 PM Post #700 |
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The Happy Xenarthran.
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I don`t even have the owl in my game! |
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| HENDRIX | Nov 24 2014, 12:17 PM Post #701 |
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Embryonic version of the BFB exporter writes BFB meshDatas with BFRVertexPNDT0
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| Iben | Nov 24 2014, 01:27 PM Post #702 |
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There'll be no foot-walking! Just air-flying!
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I actually wondered about something. What's the point behind BFMATs ? I mean, does this help with the redundancy or is it something else ? |
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| HENDRIX | Nov 24 2014, 01:38 PM Post #703 |
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BFMATs are actually a rather nice thing, they include the complete material information. All the stuff that a NIF stores as properties in the mesh (material, texture, stencil, alpha) is outsourced there, and can be shared between different meshes. So that can reduce the file size and thus memory usage. It also allows for the implementation of custom shaders and various effects that we have not yet understood, for example, there's an effect called LUTbiangle using a Lookup Table dds to map colours to UV coordinates (at least that's the current idea xD) Finally, it can easily be modified by the designer without having to re-compile the BFB file. It's simply a different approach than storing the material information merged with the model. IIRC, the OBJ format has a similar approach ![]() Good news, mesh(static) and meshData re-import was successful! ![]() Coordinates, Normals, Vertex colors and UV all seem to work well! |
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| HENDRIX | Nov 24 2014, 06:53 PM Post #704 |
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Very embryonic algorithm to create a linked list for the end is also done. Slowly the pieces are coming together....
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Nov 24 2014, 09:27 PM Post #705 |
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blah
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I think I broke Google Translate on this topic, but good job, Mr. Hendrix.
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the white stork has been listed under the Aves folder since the day I first downloaded Aves. so that's no help



