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Topic Started: Feb 15 2014, 07:38 AM (241,623 Views)
Posted Image Viggen
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This is great! Before you know it, we'll be creating animals for ZT2 with just two or three programs, instead of the five or six we use now xD
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HENDRIX
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-retired-

Well for me it's down to 5, and there's not much potential for further reduction: blender, jasc paint shop pro, ape2, notepad++ and audacity. :P
Maaaaybe I can get rid of notepad in the long run - exciting coding things could still be added to ape2, but one thing at a time... ;)
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Acinonyx Jubatus
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I AM THE UNSHRINKWRAPPER!

HENDRIX
Jan 13 2016, 07:05 PM
Well for me it's down to 5, and there's not much potential for further reduction: blender, jasc paint shop pro, ape2, notepad++ and audacity. :P
Maaaaybe I can get rid of notepad in the long run - exciting coding things could still be added to ape2, but one thing at a time... ;)
:o What happened to DXTBmp?
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Posted Image Viggen
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^ You can probably import .dds files into some photo editing programs
Edited by Viggen, Jan 13 2016, 07:10 PM.
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HENDRIX
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Got me there, 6 it is lol
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bug
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You can reduce that if you use photoshop and get the plugin for dds :)
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HENDRIX
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Photoshop is too slow for me :P
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HENDRIX
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I wrote a little script that configures the camera to fit the model. I can save TGA files with alpha channel, but doing that results in the RGB part getting some artifacts. It seems like there is no way to avoid these artifacts when doing it in blender. So perhaps it would be better to export RGB and A as separate images? I'm not really sure...

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Bill
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originally, one_piece

very creative use of blender's compositor Hendrix :)
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Yukon
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insta: yukons_designs

So does this mean, that you export the normal icon (RGB) and then a separated alpha channle(A)? That would be just fine, IMO :D
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Camacaes
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Looks absolutely stunning, I can't wait to see the rest of it!
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HENDRIX
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I managed to fix a bug that plagued some skeletons. There is a bug in the blender API and sometimes the bone roll would be off and you'd have to fix it manually, but now every skeleton imports perfectly! :D

Also models with skeletons are now mirrored by default on import, which usually saves some time to do it manually.
Edited by HENDRIX, Jan 24 2016, 09:55 AM.
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HENDRIX
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-retired-

I created a little tool for bone reconstruction in blender. It is very basic and not really tested, but allows you to create a correction bone for selected bones. The tool options also let you specify the translation and rotation your correction bone has. The skeleton is updated in real time, so you instantly see the changes you make to the values.
The latest scripts also include improved bug reporting and some small performance boosts.
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HENDRIX
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-retired-

A few random updates:

After some consideration, I have decided to take down the dropbox mirror of my downloads, since it is apparently blocked most of the time due to too much traffic. That leaves them on google drive only. I might create a new mirror on mediafire or something else.

Together with HarlequinzEgo, I developed a little LUA script to set the month value on an entity, useful for seasonal skin changes. We decoded some of the compiled BIN files so we could get the syntax of what we need. The final version of Lgcfm's Arctic Fox ditched it again but I'm fairly convinced the problems there did not come from the technique itself but rather conflicting hacks. I'd have to do more testing to confirm that, but I can't be bothered at the moment. :P Incase anybody wants to use it, the coding and assorted decoding files are all available in my resources folder now.
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Posted Image Narukota
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blah

That would be really helpful. Could the monthly value be applied to foliage/trees other than animals? (ex. dead plants for winter; budding plants in spring; etc.)

Also, using the monthly seasonal skin changing times, do you think it could be possible for it to apply different sky textures for each season/months? (ex. pale sky for winter; bright, blue sky for summer, etc)
Edited by Narukota, Feb 26 2016, 12:45 PM.
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