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Messages - VA [TI]

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Tech Support / PM Spambots
« on: March 30, 2010, 03:05:19 AM »
And another one!
Quote from: MoviezzBazee
Hello! Recommend you watch this movie:

Newcastle (2008)

Description: 'Newcastle' is a coming-of-age/family drama/surfing movie. 17-year old Jesse lives in the shadow of his older brother Victor's failure to become surfing's Next Big Thing. Even when he's in his natural habitat of magnificent surf breaks, his blue-collar future is brought home by the coal barges that constantly line his horizon. Jesse has the natural skills to surf his way out of this reality and onto the international circuit but can he overcome his equally natural ability to sabotage himself? A momentous weekend away with his mates that includes first love and tragedy leads him to discover what's really important, and also to the performance of a lifetime.

IMDB Rating: 5.80

You can download this movie on your PC, IPod, PDA! Enjoy!

Tech Support / PM Spambots
« on: March 03, 2010, 10:28:16 AM »
Quote from: karajorma;128649
The people who do this sort of thing do it partly to spam so people visit their site but also because of Search Engine Optimisation. If you can get a large number of disparate websites linking to your site you get a higher rating in Google.

That's why spambots frequently fill out the member information to point to their site too.

Oh sneaky. Ridiculusly complicated, highly annoying and fairly pointless in the long run, but sneaky.

Tech Support / PM Spambots
« on: March 02, 2010, 02:34:09 PM »
Whoops, forgot to follow up sorry. :) Yeah both PMs are gone now. Also just curious, why not repost the links? Like it hadn't even occurred to me but if it had I would have thought having the links there would be more useful than not?

Tech Support / PM Spambots
« on: February 16, 2010, 03:19:39 AM »
Here's some more:

From: "AdminModerator"
Topic: "Warning! Next time we will have to complaint to your ISP"
Dear, VA [TI];The Trivial Psychic;Terrenblade;pyro-manic;ChaTheda!

A virus alert was noticed on your computer.
We highly recommend you to check your computer and perform online virus check at our site immediately: LINK REMOVED [TI];The Trivial Psychic;Terrenblade;pyro-manic;ChaTheda
If you do not pass this test we will have to delete your account and forward a complaint to your ISP  with attached log file (your IP address, etc.).
Forum Administration


From: "forumComrad"
Topic: "Important message from the forum administration!"
Dear(s), northtwilight;brugger;Hyperion;themish;VA [TI]!

A virus alert was noticed on your computer.
We highly recommend you to check your computer and perform online virus check at our site immediately: LINK REMOVED [TI]
Sincerely, Forum Administration

General Discussion / An interesting question?
« on: September 28, 2009, 08:17:38 AM »
This is done from the point of view of a Freespace ship builder rather than a modeller/animator in general.

Basics: (Ie, you'd have a pretty good start with a program that only did these things)

The ability to edit (transform, duplicate, weld, extrude, split, bevel etc) individual or groups of verts/edges/faces. The program must NEVER assume it knows what the modeller is trying to achieve, meaning it should never try and fill holes itself, remove 'loose' verts, edges or faces, or weld verts that are in the same location unless specifically told to by the modeller. This was one MASSIVE gripe I have with truecrap aside from it's chronic lack of tools. The amount of time you spent undoing what it decided you wanted it to do was just stupid.

A fast UI (preferably easy to learn but any program that significantly sacrifices speed for learnability should be sacrificed itself) that makes the most use of both hands - one on the keyboard one on the mouse - especially so with view controls. Clunky clickfests or pointless typing sprees are usually the result of poor design.

Easy support for precision while keeping the ability to be rough as well. A good example of this is positioning things in Blender: you can grab and move them by eye alone, snap them to set incriments, move them with a 2:1 input motion to output motion ratio, constrain motion to one or two axes (which can be local, view, object and global), snap to the surface of a face, another vert etc, or if you want precision you can type in either the position you want the thing to go to or the relative offset from it's initial location.
So then you can do combinations of most of the above, like you might grab a vert [G], constrain it to the x axis [X] while snapping it along in set incriments using a 2:1 ratio. That kind of flexability sounds overwhelming I know, but all of those are basically just optional expansions of your simple grab command. :)

Real time mirror modifier. Nuff said there.

Real time or almost real time UV editor also with easy to use transform controls and handy automated features for things like layout and the ability to export to an image file.

File exporters that don't make a mess.

Boolean tools that don't make a mess and don't irreversibly destroy the component objects of the operation or crash the freaking program. *Stabs truecrap once more*

A working undo system and autosave.

Medium complexity tools: (Ie, the stuff that if it were missing would considerably limit your ability to easily improve beyond a certain point in the program, as often happens with sketchup users.)

Customisable interfaces for the particular modellers preference - the default one layout is rarely suitable for everyone, and you can get a lot faster if you customise it to have the things you need readily accessible. Customisable shortcut keys would also be very good (yes stupid Ctrl + Alt + Shift + F shortcut key combination in Blender I'm glaring at you. :squeeze: )

Easy to use hierarchy tools or at least tree diagram viewing capabilities. Drag and drop would be ideal, as would easy renaming of objects.

Sculpting tools for better modification of organic shapes. Such tools would include things like custom brushes etc, along with the usual pinch, inflate, smooth and grab ones.

Rendering capabilities - not crucial but very important for making WIPs or beauty shots!

Advanced mesh editing tools - especially automated ones. Things like converting edges to tubes, autogreeble, geometry cleaners, poly reducers. Very handy given the right circumstance. :)

Smoothgroup support.

Advanced tools: (Ie, stuff that is just icing on the cake awesome)

BAKING! Whether it's an AO map, normal map, glowmap, or a multi-texture -> one texture operation, baking is immensely powerful and can very quickly hugely improve the overall quality of a ship.

3d texture painting abilities. Possibly one of the most under appreciated features in 3d modelling apps in general with few exceptions, a good 3d paint suite can make texturing a million times faster. A basic toolset like in Blender is good, but a complete one such as that of BodyPaint 3d is absolutely brilliant. Find a good one and you can pretty much kiss a separate texturing app goodbye. :D

Animation abilities - whether it's for rendering still or animated effects, CBANIs, head anims, ship anims, full on cutscenes or whatever, at some point you're going to want to animate stuff. Here things like IPO curves, IK meshes, material systems, particle systems, physics simulations, lens flare effects, post processing, camera tracking etc become very very important.

General Discussion / An interesting question?
« on: September 27, 2009, 02:34:36 AM »
FSF: Blender can do any kind of texture or glowmap baking you want. :)
The way I do that is to set the ship up (with it's usual textures applied) with small localised lights at the points which would be sources of light in the glowmap, so when you render it, all you see is what the ship would look like if it were in a totally lightless environment.

1) Create a new UV layer (Mesh panel of the editing buttons panel [F9] - should automatically be a copy of the existing ones layout)
2) Set new layer as active UV layer (press the little black grid button next to the new UV textures name)
3) Enter edit mode and select all faces [A]
3) Assign them to a new black texture map (image -> new in the UV editor window)
4) Back in the editing buttons panel, set your old UV layer back to be the active one, and your new one to be the rendering one
5) In the scene buttons panel [F10] find the Bake tab, Leave it at 'Full render' and press bake.
6) When it's done, save your baked texture from the UV editor (image -> save)

As for the question of the thread, well a more solid and stable implementation of sketchups drawing and extruding shapes in blender would be very handy for detailing, and a more complete texture painting suite (like, with vector lines, layers and textured brushes that can be changed to not just act like a texture stamp) would be brilliant all round.

Shadows of Lylat / Happy Birthday DaBrain
« on: November 30, 2008, 02:14:24 AM »
I'm late, but happy birthday anyway! :D

Shadows of Lylat / Happy Birthday Wanderer!
« on: February 18, 2008, 01:23:23 AM »
Happy Bday!

Shadows of Lylat / Screenshot thread!
« on: August 27, 2007, 08:56:34 AM »
DaB, you're getting as bad as Omni, Tempest and me in the overgreeblage department. :p

Looks awesome. :)

Freespace 2 MODing / low poly models
« on: May 20, 2007, 05:04:09 AM »
As I said in the other thread, if you'd stuck with blender I could have told you for sure. As is, I'm guessing. :p

I suspect you're asking about the schematic view though:

Freespace 2 MODing / low poly models
« on: May 19, 2007, 11:23:35 AM »
That's a problem with the control mesh, but in the smooth result what you're seeing is still all triangles. Just very very tiny triangles. ;)

Tmp2 / battlestars
« on: May 19, 2007, 02:39:47 AM »
Quote from: takashi;72393
sorry to repeat, but how do you split a single object into several without missing faces/a ruined model?

See if you'd stuck with blender, I could have told you. In max, I haven't a clue. :p

Tmp2 / battlestars
« on: May 19, 2007, 12:40:54 AM »
Quote from: karajorma;72367
We did and with some things that works. But quite frankly it's not really worth it if we can just work on other models until one of them is done.
I'm not sure if that'll make a difference. When Bob first implemented the HTL engine, one of the things he said was:
"currently for one subobject, you can have no more ( ha! ) than 15000 triangles, this can be changed"

Being a coder, would you be able to check if that has actually changed?

Freespace 2 MODing / low poly models
« on: May 18, 2007, 10:51:54 AM »
Quote from: CamInHead;72287
Um, no it doesn't. Unless I've missed something ? :)
Takashi is probably using the Max Face counter set to count polys, as apposed to triangles. :doubtful:
As far as I'm aware, it'll convert everything to triangles internally. I don't think you can export it un-triangulated either.

Tmp2 / battlestars
« on: May 18, 2007, 08:07:01 AM »
Quote from: karajorma;72052
They're not done. And we'll have trouble converting them without them being full of holes till PCS2 or Styxx's converter get updated anyway.
Hmm, have you tried it with good ol' PCS 1?

If you split it up into sub-object chunks of about 15K polys (ideally stuff that can then be used with detail boxes), PCS will convert it. :)

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