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#102
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I'm sorry. Excuse me. I must be an idiot of elephantine proportions.
I can't figure out how to use this program. Specifically I can't figure out how to select polygons / create polygons / etc. |
#103
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Afaik creating new polygons isn't possible. All work I've seen done with this program only involved moving polygons around.
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#104
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Take a look at the help file for a quick begin.
This program isn't complex like a common 3D editor. With it you can't yet use the mouse to touch every element of a model. This are future features I have in mind when I figure out how to create a models from scratch without making the game to crash. You can mess around with an existing model and change it to whatever you want to, but with the limitation to not delete neither add new polygons. I've been investigating the format more this days for the Prequel engine, but still got a lot of things unknown.
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LBA2Remake v0.4.0 released - open source re-implementation of the LBA 2 original engine for the web. [Play on Browser]|[Changes]|[Github] The Sacred Carrot website |
#105
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This program is an increadible feat. You should put this on your resume if you haven't already.
However, to make this a working 3d modeling tool here are some features you might need to add:
You would probably need a decent team of programmers to create something like this, though. |
#106
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Alexfont, I think you must already thought this thought, but have you considered an approach to create a converter for popular 3D-file-formats?
LBA Image Creator has that approach. It will be a hell of a lot harder when you add another dimension in space and time ![]()
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LBA Image Creator project (image by leoboe! ![]() Get the Jump-Save-Bug graphically explained here |
#107
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Well, an OBJ to LBA1 model converter would be better, because then we could use any sort of modeling software and import the stuff into LBA1.
I would also imagine that it would be easier to create an OBJ converter than an entire 3d modeling software. The question is: how would we convert animation. Typically, animation is recorded via skinned/rigged models. I don't even know what method LBA1 used to animate their characters. Did the Adeline team use skeletons or just manually moved around polygons per keyframe? |
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Tags |
lba model editor, lbanimator studio |
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