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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #3901  
Old 2015-05-15, 18:07
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Jasiek Jasiek is offline
Do the evolution.
 
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How's everyone doing? What're you all up to these days?
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  #3902  
Old 2015-05-16, 21:03
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Hello !
I miss posting here a lot !
For reasons you can guess (see picture above ) I had to leave this project on side. We are all going well and hope you guys too. My son walk when holding one hand
For LSA I plan to at least maintain the SVN, now it's kind of messy. Also plan doing a map where you can cross all the levels, characters, assets and music made, maybe recording it on video. I don't want this collaborative work to be lost !
Hope to hear from you soon.
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  #3903  
Old 2015-06-05, 18:31
magicse magicse is offline
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Test twinse character animation. It's simbios of video and game characters.
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  #3904  
Old 2015-06-06, 17:56
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Looks nice ! Will you try to animate the full body (not only head ) ?
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  #3905  
Old 2015-06-08, 18:47
magicse magicse is offline
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Twinsen

Yes of course. )
I want make animation for all standard motions of Twinsen
Now I'm looking way to export model from 3d max to LSA
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  #3906  
Old 2015-06-09, 12:59
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Some animations have been imported from 3DMAX to LSA with the help of format SMD. Those animations were made by Horadrim.
The format is explained here :
https://developer.valvesoftware.com/wiki/Studiomdl_Data
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  #3907  
Old 2015-06-09, 20:40
magicse magicse is offline
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Ok. Thank you for helping. )))))
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  #3908  
Old 2016-10-26, 21:13
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Hi there everyone!

Boy this place sure is dead as a doorknob!
How's everyone doing?
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  #3909  
Old 2016-10-28, 02:04
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Where's the project?
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  #3910  
Old 2016-10-28, 11:53
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I think it's safe to assume it's dead and buried. I've been thinking however about fixing some assets and transferring them to unity. Been making a rabbibunny model lately, maybe I'll throw that in too.
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  #3911  
Old 2016-10-28, 17:16
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Quote:
Originally Posted by Jasiek View Post
I think it's safe to assume it's dead and buried. I've been thinking however about fixing some assets and transferring them to unity. Been making a rabbibunny model lately, maybe I'll throw that in too.
Can you make a build for mac so I can try what you've got from it? I'm an LBA twitch streamer and would like to stream the build so people could see it. I could maybe interview you if your're interested!
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  #3912  
Old 2016-10-29, 11:18
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Well to build the original engine on a mac, you'd probably need to build it on a mac.

When it's in Unity, I guess, sure, but I've no idea when that'll be...
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  #3913  
Old 2016-10-29, 22:44
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Quote:
Originally Posted by Jasiek View Post
Well to build the original engine on a mac, you'd probably need to build it on a mac.

When it's in Unity, I guess, sure, but I've no idea when that'll be...
Or you can send me a windows build and I'll run it in the VM.
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  #3914  
Old 2016-12-29, 21:05
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Hey, sorry for the late response.
David's signature has a link to the download. I think the SVN also contained .exe files.
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  #3915  
Old 2017-01-04, 23:47
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Hi there !
I'm kind of busy with 9 months daughter and 2 years old son. Oh and I had to hurry to find a new job to feed the family, because we all got fired ! I start the new job tomorrow, let's hope it will be fine !
By the way, it would be nice to update the rabibunny model of the demo. I don't know if this model can be easily exported ? Is it animated with skeleton only ?
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  #3916  
Old 2017-01-04, 23:55
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Welcome back David and best of luck on the new job. Hope everything goes as planned.
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TwinEngine v0.2.1 win32 beta released - open source re-implementation of the LBA 1 original engine.
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  #3917  
Old 2017-01-07, 06:23
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Quote:
Originally Posted by david View Post
by the way, it would be nice to update the rabibunny model of the demo. I don't know if this model can be easily exported ? Is it animated with skeleton only ?


:d
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  #3918  
Old 2017-01-15, 13:53
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Quote:
Originally Posted by David View Post
Hi there !
I'm kind of busy with 9 months daughter and 2 years old son. Oh and I had to hurry to find a new job to feed the family, because we all got fired ! I start the new job tomorrow, let's hope it will be fine !
Woah, you've got offspring! I myself only have a cat at this point Still, toys everywhere, crying for no reason, barfs on the floor...

Quote:
Originally Posted by David
By the way, it would be nice to update the rabibunny model of the demo. I don't know if this model can be easily exported ? Is it animated with skeleton only ?
Actually, I'm moving the assets for the levels that I made to Unity, and upping the resolution of the textures and setting them up for PBR.
Now, if I could get a file, from the editor, as an obj with empty objects with rotation,location for all the assets placed in our old editor that'd be awesome.
Right now, after I'm done with the level I'll have to link all of the small assets back into blender, and export that.

Fortunately, I can assemble a whole level in blender and Unity handles instancing and all that .
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Last edited by Jasiek; 2017-01-15 at 14:01.
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  #3919  
Old 2017-01-17, 01:14
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Here we go !

I asked the editor to saves the map as a python script which create blender objects one by one, with the right origins (position+rotation) and the right mesh (from obj files)
I'm posting below a link to the python script (48h link)
https://expirebox.com/download/d55c7...30d782876.html
You only have to replace the root paths and launch in a blender text editor with ALT+P
or you could open the blender file, but you lose the filepath information of objects, you only get the name of them.
https://expirebox.com/download/ffcbc...fb22bbdd3.html

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Last edited by David; 2017-01-17 at 01:32.
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  #3920  
Old 2017-01-17, 01:35
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By the way, if you change your mind and are interested in updating the demo with some new models/animations let me know.
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  #3921  
Old 2017-01-17, 19:45
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That's freakin' amazing! thanks!

I think Unity is so super easy to use that it's the way to go really. Here's how the updated textures/materials look now:





They'll get a final polish when I make the roughness/metallic maps for them for Unity.

After I'm done with refreshing everything, make the whole scene, I'll import to Unity, upload the project to github and share it with you guys! .
I plan to do a lot of stencil mapping after to add detail and dirt and variation to the surfaces.
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Last edited by Jasiek; 2017-01-22 at 23:04.
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  #3922  
Old 2017-01-18, 04:14
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Omfg!!!!! Woaw
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  #3923  
Old 2017-01-18, 15:12
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it looks super cool right now. i can't wait to see it in unity
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  #3924  
Old 2017-01-22, 12:08
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Ugh, there's so much messy shit to fix We completely misunderstood how normal maps work back then, texture resolutions are abhorrently low. Most of the assets need to be remade to some degree, the trees and bushes need to be completely new.
We didn't have specular maps, or normal maps for most of the objects, no materials even, just textures assigned to the UV...


Managed to import all the objects with the script, but had to add:
from math import radians

to the beginning, otherwise I was having errors.
I also removed all the .smd files, and a lot of editor related objects.
After that I got everything. Some names are completely horrible tho.
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  #3925  
Old 2017-01-22, 22:44
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So much left to do, getting there tho, all the "yellowy" (like the bins, benches, some fences, FF bust, some lamps etc) assets are still old and untouched.
I'll replace the individual sandbags with a few generic models of a wall of sandbags instead, will save polygons that way...

Remade the small trees, still have bushes and larger trees to go.
Most textures have a metallic and roughness maps, but they're not being used in blender, and I'll have to combine them later for Unity into a single texture, where one is in the RGB channels, and the other in the alpha channel.










The wood will get remade later on, so it fits with the small and large criss-cross paterns from lba1.
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Last edited by Jasiek; 2017-01-22 at 23:06.
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