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Re: Unity 2.5 for Windows - sooner than you think
[Re: ventilator]
#246826
01/17/09 14:09
01/17/09 14:09
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Joined: Oct 2006
Posts: 1,245
AlbertoT
Serious User
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Serious User
Joined: Oct 2006
Posts: 1,245
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No , I did not test Unity
In case of DXSTUDIO the bad performance were not due to the lacking of a scene management system since I used animated models only Anyway the difference was impressive, not just 2-3 fps, I mean
I wonder whether new engines are not optimized for old hardware
An other potential problem I use Fragmotion and MilkShape same as many others hobbyiest programmers ,I suppose Unity support none of the file formats exported by the low priced animators I dont like Blender I should use a converter but I have alwayes had a lot of problems with converters particulary with complex file formats such as FBX
Last edited by AlbertoT; 01/17/09 14:45.
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Re: Unity 2.5 for Windows - sooner than you think
[Re: Pappenheimer]
#247048
01/18/09 19:02
01/18/09 19:02
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Joined: Nov 2003
Posts: 523 Whitehorse, Yukon, Canada
Paul_L_Ming
User
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User
Joined: Nov 2003
Posts: 523
Whitehorse, Yukon, Canada
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Hiya.
I'm looking forward to Unity as well.
That said... The A7 engine is pretty damn good as far as capabilities is concerned. Where it falls over face first into the mud, then thrashes spazmodicly while screaming "Aggrighdl-liggg-norggirinnn-stashh-blinng-patooie!" is asset pipeline.
What Conitec needs to do is 'simple': make it so one can build a model, uv it, texture it, and animated it. Then open MED and hit "Import". Choose the fully uv'ed, textured and animated model. And have it show up in the engine; fully animated with color, bump, spec, transparency, luminosity and normal maps intact.
Next on the list: the engine tools need to be able to figure out where needed assets are, or at least ask the user for them. ONCE. After that, it remembers the path to the folders. I want to import that animated normal-mapped model and, if one of the textures isn't in the models structure, ask me "Hey, I can't find cooltexture_nml.bmp. Where is it?". I find it, using the normal windows file dialogs you see in other windows programs, and that's that.
Last on the list: GOOD TUTORIALS AND MANUALS IN PDF FORMAT! The ones supplied with A7 are out of date and thusly confusing. That they aren't in an easily printable format just adds insult to injury. Oh, and when the PDF's do get made...set the permissions to allow copying of text and pictures. Oh yeah, one more thing about a PDF...on the front put "(C) Conitec ###. Permission is granted to photocopy/print this manual for personal use only". That way we can easily take it down to Staples/Kinkos/Whatever and get it printed ourselves, hassle-free.
Wow. What a digression! Sorry guys...but, yeah, I think that is one thing that is making Unity such a tempting morsel. It' looks good, and promises customers the ability to simply hit "Import" and see a fully textured, normal-mapped and animated character in the engine.
^_^
"We've got a blind date with destiny...and it looks like she's ordered the lobster."
-- The Shoveler
A7 Commercial (on Windows 7, 64-bit)
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Re: Unity 2.5 for Windows - sooner than you think
[Re: Paul_L_Ming]
#247061
01/18/09 19:46
01/18/09 19:46
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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What Conitec needs to do is 'simple': make it so one can build a model, uv it, texture it, and animated it. Then open MED and hit "Import". Choose the fully uv'ed, textured and animated model. And have it show up in the engine; fully animated with color, bump, spec, transparency, luminosity and normal maps intact. dont forget the lightmap/lightmap UV set
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Re: Unity 2.5 for Windows - sooner than you think
[Re: MaxF]
#247754
01/22/09 11:25
01/22/09 11:25
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Joined: Aug 2002
Posts: 906 the future
nuclear_winter
User
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User
Joined: Aug 2002
Posts: 906
the future
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thanks man
Last edited by nuclear_winter; 01/22/09 11:26.
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