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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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  #1626  
Old 2010-11-17, 09:08
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I`m still wondering what happened to the animations I made?
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  #1627  
Old 2010-11-17, 11:01
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Kobold, this effect is not intentional : the first particle is rendered twice, one with the other models, without color fading, and one with other particles, with color fading. The first particle, as it's getting older, go out of flame thrower, then dies and come back again to the flame thrower.

Horadrim, I can't use everybody's twinsen model. Don't you think Jasiek deserved to have his version in the demo ? Can't you animate any other model than twinsen ? I suppose quetches like zoe, sales man, nurses could derivate from your work right ?
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  #1628  
Old 2010-11-17, 11:23
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Quote:
Originally Posted by David View Post
Horadrim, I can't use everybody's twinsen model. Don't you think Jasiek deserved to have his version in the demo ? Can't you animate any other model than twinsen ? I suppose quetches like zoe, sales man, nurses could derivate from your work right ?
Who`s talking about the models? I asked about the animations. You said that you`ll use them for Jasiek`s Twinsen and I agreed. What are you talking about?
I don`t know if you thought about this (or if it`s already done), but I think that it`ll be good if you find a way to implement animated textures to the engine. It`ll be perfect for leaking liquids for example. What do you think?
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  #1629  
Old 2010-11-17, 11:36
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I already tried to add your animations to Jasiek model, the result was awful as the two models have different proportions.

I'll implement animated texture when I have them !
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  #1630  
Old 2010-11-17, 12:53
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Quote:
Originally Posted by David View Post
I'll implement animated texture when I have them !
I`ll see what I can do. Meanwhile, you could look at these stuff:

http://en.wikipedia.org/wiki/Apng
http://registry.gimp.org/node/24394
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  #1631  
Old 2010-11-17, 13:02
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it looks like there is a patch for libpng, to support this format
https://sourceforge.net/projects/libpng-apng/
so go ahead with this format
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  #1632  
Old 2010-11-17, 19:03
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David, I`d like to ask you for a favour. Could you make a simple mesh loader with the APNG support, so I could test the new textures with a simple mesh?
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  #1633  
Old 2010-11-17, 19:28
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sure, you'll get it today
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  #1634  
Old 2010-11-17, 19:31
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I`ll upload a sewer tube with a leaking slime (just made one APNG texture) to the repo, for tests.


EDIT: Everything is in the repo now. It`s up to you now.

Last edited by Horadrim; 2010-11-17 at 20:38.
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  #1635  
Old 2010-11-17, 19:57
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Hey guys

Need any help with 3d? Animation, modeling, textuing, 3d cutscenes?

Its been a while since I last posted here... must be 3 + years!

If you don't remember me I was on the LBA Prequel project doing 3D

Currently I am working in film for a UK company called Double Negative working in their 3D creature FX department. We are working alongside Pixar on a film called John Carter of Mars. John Carter of Mars is a film based on the 1912 book "A Princess Of Mars" written by Edgar Rice Burroughs. This film is also the first Pixar film to be live action.

I'm using Maya but if you guys are using another software I'm sure I can port my stuff across using an obj exporter or something

Give me a shout if you have something for me to do!

Lewi-G

Ps Heres my latest work (all commercials as my new job is my first film job)

http://vimeo.com/10154284
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Last edited by Lewi-G; 2010-11-17 at 20:03. Reason: fix link!
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  #1636  
Old 2010-11-17, 20:01
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sure you can help !
we are using blender to export to game
Jasiek is the artist director, the most wanted thing now are character animations, with blender format if possible !
your video link is dead
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  #1637  
Old 2010-11-17, 20:06
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Doh!

Link fixed

Ahh Jasiek haven't spoken to him in a while Cool! I don't know what format blender is exporting things but I'm sure I can find a fix so I can use maya.

Give me something to do and a link to a do's and don'ts list and I'll get cracking. (Eg... modeling in quads/triangles? special rules about normals? Max texture size? etc...)
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  #1638  
Old 2010-11-17, 20:11
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you can model with both quads and triangles
We only use PNGs
texture naming convention here
readme here
note that now you can use normal mapping, just add a whatever_normal.png to model folder
texture dimensions must be power of 2, and reasonable size (512 max)
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  #1639  
Old 2010-11-17, 20:13
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you could correct twinsen animations, with fine looping ?
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  #1640  
Old 2010-11-18, 02:49
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@Horadrim : I can now load to a GPU texture one frame from a static or animated PNG. I now have to extend the engine to support animations.
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  #1641  
Old 2010-11-18, 09:54
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Quote:
Originally Posted by David View Post
@Horadrim : I can now load to a GPU texture one frame from a static or animated PNG. I now have to extend the engine to support animations.
Okay. I`ll wait for the tester. Did you saw the sewer tube model and the test APNG?
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  #1642  
Old 2010-11-18, 11:03
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yeah saw it and it looks cool

I have to make some big modifications to engine to support animations
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  #1643  
Old 2010-11-20, 00:34
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Started the sewers. An early WIP:
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  #1644  
Old 2010-11-20, 00:51
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@Horadim Looks cool!
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  #1645  
Old 2010-11-20, 13:58
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Almost done. I`m thinking of adding some pipes, as in the prison, It`ll look more interesting than the original sewers level. David, I think that after uploading this to the SVN, you could try adding some functions to the props - the "elevator" for example and maybe a trigger for animation change of Twinsen, when reaching the ladder in the sewers.
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  #1646  
Old 2010-11-20, 15:35
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@Horadim Looks even greater with textures, but the map isn't too small to play on?
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  #1647  
Old 2010-11-20, 16:21
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The map is perfect for testing purposes - we`ve got elevator here, ladder and the sewer tubes with leaking ooze - the reason I asked David to implement the APNG support.
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  #1648  
Old 2010-11-20, 17:38
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Looking nice, Horadrim.
Some comments on it: you can probably double the amount of polygons in the round sewer pipes ends.
Perhaps you should have more contrast between the green bricks, and the green stone/slime textures. Now they are different in shape only, not in contrast or color.
Also, the textures could be a bit softer.

edit: like this
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  #1649  
Old 2010-11-21, 01:06
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I love both

Bot13's interpratation a bit more, but it's looking great.
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  #1650  
Old 2010-11-22, 11:39
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The sewers are in the repository now.
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