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Old 01-27-2016   #121
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Originally Posted by Monster psychic cat View Post
That'd be great to see in some vanilla SRB2 build.
Well, 2.2 is going to have slopes in lots (at least one) levels, and if there is OpenGL support for slopes around, why not include that in the vanilla build? I'd say you shouldn't worry about it not going vanilla. I certainly know I'm not going to worry, and I say that as someone who prefers OpenGL over software.
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Old 01-27-2016   #122
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Originally Posted by chi.miru View Post
I can also say opengl slopes are done now, minus a few bugfixes
You're awesome. ...Really... What else am I supposed to say about this?
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Old 01-28-2016   #123
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Slopes! Saving!

It's all so beautiful!

Especially the slopes. Man, those are looking good.
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Old 02-04-2016   #124
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A continued video to the add-on introduction
[link]
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Old 02-10-2016   #125
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Another update-

Continuing to research how the modification should play out and I am pleased with the result:

https://dl.dropboxusercontent.com/u/.../vid/rr_gp.mp4

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Old 02-11-2016   #126
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Well holy cow, someone finally made what I've thought analog mode should be like in vanilla all this time. Camera angles that change depending on where you are in the level, and the camera doesn't just instantly and unnaturally snap into place.

Everything in this mod looks so amazingly awesome and I look forward to what happens with it next!
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Old 02-11-2016   #127
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Wow, some amazing footage here! I can't wait to see more of what this will become. Also, are those snake codec calls I spy?
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Old 02-21-2016   #128
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Since the elements have shifted a bit, I changed the main menu to fit that appropriately

Random artwork only shows on option (pictured: off)
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Old 02-21-2016   #129
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Your talents in programming are astounding. Beautiful main menu! Hope this goes somewhere!
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Old 02-21-2016   #130
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Programming proficiency and artistic acumen go hand in hand whenever chee does a thing :D
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Old 10-11-2016   #131
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I edited and made a parser for exported Blender animations
Bones will never be implemented because it's pointless

https://gfycat.com/AdmiredUnnaturalAkitainu
https://gfycat.com/EnragedIdioticAmericanquarterhorse
https://dl.dropboxusercontent.com/u/...camerapath.gif
https://dl.dropboxusercontent.com/u/...camerapath.gif
https://dl.dropboxusercontent.com/u/...e/viewmove.gif
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Last edited by chi.miru; 10-11-2016 at 07:33 AM.
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Old 10-11-2016   #132
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How in the holy fudge is this possible?!

You never cease to amaze me, just as I was wondering where this had gone, too!
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Old 10-11-2016   #133
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Woah. That last gif was really smooth.

And if i am correct that, 3rd gif is a 1st person camera pan???.

If thats the case you could make awesome 1st person cutscenes like for a horror level!
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Old 10-11-2016   #134
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I had to come when I saw this bump in here, and as always, this is amazing, chi.
The motion the camera has on the third gif is absolutely amazing, too, keep it up. That last gif also looks pretty nice although it seems a little choppy, but this might just be the recording itself.
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Old 10-11-2016   #135
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I had to come when I saw this bump in here, and as always, this is amazing, chi.
The motion the camera has on the third gif is absolutely amazing, too, keep it up. That last gif also looks pretty nice although it seems a little choppy, but this might just be the recording itself.
I capture at 15FPS so it's lag from the capture software
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Old 10-11-2016   #136
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Holy shit! This is USEFUL.

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Originally Posted by chi.miru View Post
Bones will never be implemented because it's pointless
Is it? I was actually just thinking to myself not long ago that it'd be super cool if someone could code some means of importing skeletal animations from a 3D application into Doom to simplify the process of creating Robohorse-style objects, maybe through something like IQM. I'd actually call it a necessity for a major project I want to tackle sometime.

With or without bones though, this is groundbreaking stuff. Plz release.
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Old 10-12-2016   #137
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Quick question, are you planning on releasing the Blender animation importer to the public at some point? please do!
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Old 10-14-2016   #138
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Just realized I was potentially being dumb in that I overlooked that this isn't just importing the orientation of a camera in Blender, but actual animation data- in which case, I guess bones kind of are irrelevant if I could just build an animation rig with null objects on the joints, export animation data for each joint, and then assign objects to that data, right?

This is the beeeeeest

EDIT: Just gonna keep getting ahead of myself with shit I don't really understand anyway- how are you handling the data? Is Blender just directly spitting out lumps you can import in SLADE? What does the output look like? How big are these files?
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Old 10-14-2016   #139
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Quote:
Originally Posted by Rumia1 View Post
Quick question, are you planning on releasing the Blender animation importer to the public at some point? please do!
Maybe but not any time soon

Quote:
Originally Posted by Ritz View Post
Just realized I was potentially being dumb in that I overlooked that this isn't just importing the orientation of a camera in Blender, but actual animation data- in which case, I guess bones kind of are irrelevant if I could just build an animation rig with null objects on the joints, export animation data for each joint, and then assign objects to that data, right?
You can do that with multiple objects if you want, but you have to export for every object individually


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EDIT: Just gonna keep getting ahead of myself with shit I don't really understand anyway- how are you handling the data? Is Blender just directly spitting out lumps you can import in SLADE? What does the output look like? How big are these files?
It's a python script that exports frame data to a raw format that needs to be run through a data converter for lua to read inside a table, and the data needs to be converted to string since decimals aren't supported for numbers
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Old 10-14-2016   #140
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Wow man, so far ahead of the game. Keep. it. up. Whether or not any your stuff gets finished. We will always appreciate the potential of SRB2 that you have allowed us to witness. Thank you.
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