Shoot a firework rocket ~ Winners!Make a forum zoo! |
| Welcome to The Round Table. We hope you enjoy your visit. You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free. Join our community! If you're already a member please log in to your account to access all of our features: |
| Current Projects | |
|---|---|
| Topic Started: Feb 15 2014, 07:38 AM (241,651 Views) | |
| ADHO15 | Dec 9 2014, 03:58 PM Post #766 |
![]()
|
Is there a way of importing new biomes/locations to ZOOZANNE? My locations box is empty and I'd like to include the new AD biomes. |
![]() |
|
| HENDRIX | Dec 9 2014, 04:04 PM Post #767 |
![]()
-retired-
![]()
|
Simply use the import animal method and select the z2f with the AD biome coding. |
![]() |
|
| Paleodude | Dec 9 2014, 05:40 PM Post #768 |
|
ex-Krampus
![]()
|
Well I can't tell what any of the bfb stuff means and so far the improvement is tremendous, so I was wondering wether you are going to stick with familiar teritory with Radical Remake or are the rest of the animals going to be remade using bfb's. I also was wondering wether Radical Remake is using Zoozane or is it still being coded by hand? |
![]() |
|
| HENDRIX | Dec 9 2014, 05:57 PM Post #769 |
![]()
-retired-
![]()
|
I used Zoozanne for stuff that is recoded, like the musk ox, which was switched to aurochs anims, but generally most remakes are just hand coded, because there isn't much to change (codenames or zoopedias, for example) Once the BFB exporter can support animated models, RR and my other projects will be using BFBs, whereever possible at least, simply because the workflow is much easier and quicker than dealing with stupid nifcoding. Especially because nifcoding has to be done after every export, while once a blend file is set up properly for a BFB, it can be exported as often as you wish, instantly ready for ingame use. |
![]() |
|
| Cheshire Litten | Dec 10 2014, 02:33 PM Post #770 |
![]()
The Eyes that follow you in the Alolan forests
![]()
|
the ambulocetus is a wetlands animal IRL and it is eurasian no wetlands animal is eurasian and also zoo tycoon 2 unless you get downloads so is it possible to make ambulocetus eurasian in the game using Zoozanne EDIT:2 i could just use another biome as the map icon Edited by Cheshire Litten, Dec 16 2014, 04:20 PM.
|
![]() |
|
| Trichechus | Dec 12 2014, 07:50 PM Post #771 |
![]()
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
![]()
|
HENDRIX, why is your Dropbox down? I keep going to your Current Projects thread and checking on the link, but every time I receive a 509 error. I apologize if I'm being overly grating in any way, but when will it be back up? |
![]() |
|
| SLGray | Dec 12 2014, 10:51 PM Post #772 |
![]()
|
Use his Google Drive link. |
![]() |
|
| Trichechus | Dec 13 2014, 08:44 AM Post #773 |
![]()
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
![]()
|
Which page is it on? EDIT- I found it, but it doesn't have everything I was looking for (no extinct downloads!) Edited by Trichechus, Dec 13 2014, 11:54 AM.
|
![]() |
|
| HENDRIX | Dec 14 2014, 06:04 PM Post #774 |
![]()
-retired-
![]()
|
BFB Tools v0.6: Fixes two bugs, one silly typo that prevented animated models from being imported in the last version, and second there was a mistake when having more than one BFRVertex type in a BFB, it would export the same type string for all somehow. DOWNLOAD |
![]() |
|
| Bill | Dec 15 2014, 05:25 AM Post #775 |
![]()
originally, one_piece
![]()
|
yeah i suddenly can't import animals bfb by version 0.5, i thought there was something wrong with my system and have been trying to re-install blender and stuffs many times
|
![]() |
|
| HENDRIX | Dec 22 2014, 07:20 AM Post #776 |
![]()
-retired-
![]()
|
BFB Toolset Version 7: Small update, the aforementioned blender home directory variable is now implemented, so now it also works if your scripts are not in the program folder, or if you start blender by double-clicking a blend file. DOWNLOAD Edited by HENDRIX, Dec 22 2014, 11:07 AM.
|
![]() |
|
| HENDRIX | Dec 22 2014, 01:42 PM Post #777 |
![]()
-retired-
![]()
|
Can't record new tutorial footage because my folks aren't quiet, the EA plants are up for testing too, so I figured I might as well work on the export of skinned meshes. Got the individual algorithms for the weights and the bones done, just gotta put it all together now.
|
![]() |
|
| HENDRIX | Dec 22 2014, 02:33 PM Post #778 |
![]()
-retired-
![]()
|
Reimporting an exported model with weights works, but it misses collision and crashes the game... |
![]() |
|
|
|
Dec 23 2014, 02:30 AM Post #779 |
![]()
Aurora Designs Member
![]()
|
just to tell you, I really like that series about the thylacine you are making! it's very helpful! thanks!
Edited by Wes, Dec 23 2014, 02:30 AM.
|
![]() |
|
| HENDRIX | Dec 23 2014, 11:05 AM Post #780 |
![]()
-retired-
![]()
|
Thanks, well, it means a lot to me! ![]() Good news, it doesn't crash anymore! Just gotta add in the collision linker at the very end, and then it should work alright
|
![]() |
|
| 2 users reading this topic (2 Guests and 0 Anonymous) | |
| Go to Next Page | |
| « Previous Topic · Individual Projects · Next Topic » |

FAQ
Search
Members
Rules
Staff PM Box
Downloads
Pointies
Groups












