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Luigi Thirty posted:uhh not much to look at yet is this supposed to look like poo poo or
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# ? Jun 9, 2023 02:43 |
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i think it's supposed to look like a spaceship
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Bloody posted:is this supposed to look like poo poo or yes did you even read my post I hate doing anything creative because I'm too much of a perfectionist so this is painful
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your perfectionism certainly does not show
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the braggart in me is tempted to post some of my own 3d modeling stuff now last week i needed a quick demo of a model with moving parts for class, so in the 20 minutes before it started i made a working 2-cylinder 2-stroke engine ladies
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yes, I admit that the thing I made after downloading the CG software last night and posted because he asked me to is garbage. are you happy now
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no
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Luigi Thirty posted:yeah i know how to do that stuff already in lightwave anyway this isn't a criticism of you but most pros that use pro software end up transferring between 18 different programs to do this poo poo me I do it all in blender
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Luigi Thirty posted:yes, I admit that the thing I made after downloading the CG software last night and posted because he asked me to is garbage. are you happy now dude I'm sorry for putting you in this position! I appreciate your work and effort though, even if bloody is being a jerk/rear end in a top hat
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Bloody posted:your perfectionism certainly does not show don't be a dick
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echinopsis posted:this isn't a criticism to get a model from Lightwave to tf2 for one of my custom maps I had to model and unwrap it in Lightwave and then do the bones and animation in this garbage game modeler called milkshape 3d because it could read lightwave objects (no game uses them except serious sam and this supported serious sam, quake and quake derivatives) and output .smd files then if you're lucky it compiled into an .mdl
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echinopsis posted:this isn't a criticism "when the only tool you have is a hammer, all the world's problems start to look like nails."
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the point is that blender does all those things maybe not AS well as others but famailiarity with the tool is the best thing also doc that woman I quoted is the blue lady I've been probated for many times. she's into privacy lungi I sometimes have great idea in head but modelling it is impossible! or comes out poo poo. made 2 ships lately and both are ugly and unbalanced as gently caress
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Sagebrush posted:my students who see it are like "wow everything is so tiny"
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Sagebrush posted:the braggart in me is tempted to post some of my own 3d modeling stuff now post it
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echinopsis posted:doc that woman I quoted is the blue lady I've been probated for many times. she's into i have no idea who the gently caress "blue lady" is (beyond being a troll moron judging by that tweet of hers that you RT'ed)
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yo I've been doing some more work on my emulation site thingy for iOS, check it out: https://pocketga.me/
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Doc Block posted:i have no idea who the gently caress "blue lady" is (beyond being a troll moron judging by that tweet of hers that you RT'ed) lol mate you need to bone up on your YOSPOS lore
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also lol she's not a "troll" some people rightly believe that apple is out to gently caress us
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doc u seem angry u need to take a chill pill
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![]() if this isn't trolling then i don't know what is
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her name sounds like an extra rudder ancillary tiller ![]()
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Doc Block posted:
it's called sarcasm. she a pro privacy advocate the only trolling was by me, retweeting it onto my YOSPOS twitter where I prayed it would have that effect ...
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![]() this game does not run well on my 2012 macbook air
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![]() heres a model i did almost a year ago lol, never finished unwrapping it never finished anything 3d related https://www.assetstore.unity3d.com/en/#!/content/16225 i did most of the 3d models in this little asset pack me and some goons did a while back
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I looked last night for any of my old poo poo but apparently it's all been lost to the anals of time
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rod rocket status: OS X compiled okay but looks weird iOS compiled okay but I can't sort how to get a provisioning distribution certificate for a new product that's not being compiled by xcode so I can put this poo poo into testflight
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it looks like the light propagating volume isn't working its an experimental feature which requires adding a line to an .ini in the editor its what lights up 95% of the level, is that the "weird" part, the lack of lighting? it also takes about 30fps off the frame rate so if it works poorly with it off i cant imagine how bad it would work with it on that said, i can't imagine why its going so slow. perhaps the post processing? poo poo also by default all the settings are cranked to epic thanks for trying. an interesting process also with ios i think you need to add controls somehow whic i havent looked into doing
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yah all I did was basically export for each platform but ue4 seems to do its compilation automatically instead of handing off to Xcode like unity did so I'm not sure how to sign the binary properly for iOS I had just assumed I was missing some shader level support for the volumetric lighting, I'll kick around in the settings tonight and see if I can get a working OS X build the game feels fuckin fun though
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i have a GTX680 plz do the needful and send the rodrocket
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r u on the osx? it's already available for windows ahemeni, google for "enable lpv ue4" it's simply adding a line to an ini file [on windows at least]. there are a couple things u need 2 do in game [disable static lightig, turn on dynamic global illumination on loght] but they should be set on my game anyway so it should just work there is a quick change to graphical settings in the editor somehwre maybe u need to do that? because apart from lpv my game doesn't use anything graphical intensive: I've previously tested the post progressing on and off and it makes less than a frame difference ue4 has an amazing built in performance recorder function that will record exactly what functions in what objects or what part of the rendering is slowing down game or what's causing acute slowdowns also thanks! I'm glad u think it's a bit fun. I've always enjoyed thrust games so it's great 2 b able to make my own I've added a bullet time mode and also a auto hover button so players can hover in one spot for whatever reason with little effort u can switch between ships with 1 2 and 3 too although I've only tweaked ship 1 for balanced play and the other ships are ugly anyway :/ echinopsis fucked around with this message at 05:17 on Nov 1, 2014 |
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ahmeni posted:yah all I did was basically export for each platform but ue4 seems to do its compilation automatically instead of handing off to Xcode like unity did so I'm not sure how to sign the binary properly for iOS there seems to be different settings for development vs shipping settings and I read somehwre the shipping setting was mainly for "the app store" so maybe that's it? I mean I dream a lot and one day in my dream I finishe this game then buy a Mac and refactor the game for iOS because I rely on global illumination to light level the GI isn't just a graphical added bonus but necessary so maybe I need some kind of light that doesn't make shadows and lights everything at a background/ambient level so player can see levels
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I wanted to make some dynamic stuff for my web page so I converted what was flat files into php + mysql. I've never coded or done any database things so I'm learning a lot of things. wish I had more time to gently caress around with it. yes yes I know, php is dumb poo poo for idiots but it's doing a p good job of teaching me coding basics. if the webs page was something more ambitious I'd learn Django or node.js, taht's probs the next step once I get it working on this stack.
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careful because the long term effects of php exposure are a love of taco bell and other poor life decisions
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ahmeni posted:careful because the long term effects of php exposure are a love of taco bell and becoming TBC
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ahmeni posted:I had just assumed I was missing some shader level support for the volumetric lighting, I'll kick around in the settings tonight and see if I can get a working OS X build High-wattage dry hits do, in fact, suck. At least it was 90W on a .5Ω 24ga dual coil setup in a Mutation X so it wasn't nearly as hot as a dry hit on a .2Ω build with the same atty on a mech (fun fact: that ~70W dry hit was infinitely worse). It was definitely a big dry hit but at least it wasn't scorching hot. Dry hitting Kayfuns at 30W sucks in its own special way since every single bit of air that gets through that tiny tight draw is going to be loving burning hot on top of that lovely dry hit taste. There's just not a lot of coil surface area there to work with, even on a 28ga build. You can't just think of watts and vapor temperature as being linearly related; coil surface area plays a big part in how hot your vape will get, along with airflow through the atty. Steam-engine actually has a handy little calculator for heat flux density (in mW/(mm^2)) on their coil wrapping page and I pay close attention to that when I'm building coils since that in combination with knowing the airflow of the atty I'm using will give me a very solid idea of how hot my vapor is actually going to get when I use the coil on a mech or how many watts I should set my box to in order to get the heat I want. Airflow will determine the size of the clouds; heat flux density will determine how hot those clouds get. I'm eagerly awaiting my next shipment of randyjews, I can't wait to try the blueberry cinnamon waffles and to re-up on the Grasspearry Elixir, that stuff is amazing. computer toucher posted:yes yes I know, php is dumb poo poo for idiots but it's doing a p good job of teaching me coding basics. if the webs page was something more ambitious I'd learn Django or node.js, taht's probs the next step once I get it working on this stack. Pretty much everything you eat and drink has some amount of propylene glycol in it, sauces, salad dressing, chips, soup, ice cream, bread, soda, juice, hot dogs, everything. Not to mention most flavorings and scents use pg as the base to the solution. Soap, deodorant, toothpaste, cosmetics, air fresheners, candles, and a ton of other stuff. It would be easier to list everything that doesn't have pg, it's an incredibly useful chemical. That's what's kind of funny about this fireball thing, especially in the light of all the press vaping has gotten recently, if pg was harmful we would all be dead by now.
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uh huh
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that kinda owns. its a world so far away from mine. i have to bury myself in a fake rocket world with rocket babes just to escape reality
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rip 290
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# ? Jun 9, 2023 02:43 |
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hmm
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