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Re: What's next? [Re: Nowherebrain] #96799
11/22/06 15:19
11/22/06 15:19
Joined: Jul 2002
Posts: 1,364
Minbar
M
MaxF Offline
Serious User
MaxF  Offline
Serious User
M

Joined: Jul 2002
Posts: 1,364
Minbar
Well if I think about it more, I would want

1) FBX import/export in WED and MED working - love to HAVE it (i know it's coming, and thats great! Levels can be imported from 3dMax, Modo, XSI and lots more...), but can we have it so it imports everything, textures, mesh, static mesh, models, lights and so on.

Number 1 would make a GREAT xmas gift

2) FAST Soft shadows, people have been waiting for this from about day one.

3) Finish all the 'experimental features' on beta page, I like to see all these done

4) Finish 'New Rendering Kernel' and make it public (download page).





Last edited by MaxF; 11/22/06 15:26.
Re: What's next? [Re: MaxF] #96800
11/23/06 17:23
11/23/06 17:23
Joined: Feb 2003
Posts: 195
slacker Offline
Member
slacker  Offline
Member

Joined: Feb 2003
Posts: 195
Ragdoll physics system, where control of a boned model could be turned over to the physics engine. This would make the pro version more appealing to me.

Why is everyone voting for soft shadows - isn't this currently available with sphere? Some explanation here would be good RE: multiple dynamic lights/shadows..





Last edited by slacker; 11/23/06 17:30.
Re: What's next? [Re: slacker] #96801
11/24/06 13:50
11/24/06 13:50
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Quote:

Ragdoll physics system, where control of a boned model could be turned over to the physics engine. This would make the pro version more appealing to me.




Using 1 single model, and physics hinges you can already make ragdoll physics with the pro version.

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: What's next? [Re: PHeMoX] #96802
11/24/06 14:33
11/24/06 14:33
Joined: Oct 2002
Posts: 254
UK, London
Dyc Offline
Member
Dyc  Offline
Member

Joined: Oct 2002
Posts: 254
UK, London
"Using 1 single model, and physics hinges you can already make ragdoll physics with the pro version"
Yeah, how?

Re: What's next? [Re: PHeMoX] #96803
12/03/06 10:43
12/03/06 10:43
Joined: Feb 2003
Posts: 195
slacker Offline
Member
slacker  Offline
Member

Joined: Feb 2003
Posts: 195
It would help to have a boned biped with physics attached as a template - and script examples on how to apply force for headshots, etc. and how to go from standard animation to letting the physics engine take over.

Re: What's next? [Re: slacker] #96804
12/03/06 17:09
12/03/06 17:09
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
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Nowherebrain  Offline
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Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
is it time for a new thread or to start posting into feature suggestions, since a lot of us have wandered off the initial listing of features. just my opinion.


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: What's next? [Re: Dark_samurai] #96805
12/20/06 10:20
12/20/06 10:20
Joined: Aug 2004
Posts: 1,305
New York
PrenceOfDarkness Offline
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PrenceOfDarkness  Offline
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Joined: Aug 2004
Posts: 1,305
New York
I think a few more textures wouldn't hurt. And shadows on the terrain are needed anyways.


"There is no problem that can't be solved with time and determination." -me
prenceofdarkness for instant messages on AIM.

Looking for a model designer
PLEASE, SEND ME A PRIVATE MESSAGE OR EMAIL IF YOU'RE INTERESTED.
Re: What's next? [Re: PrenceOfDarkness] #96806
12/23/06 13:29
12/23/06 13:29
Joined: Mar 2003
Posts: 1,524
Canada
Stansmedia Offline
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Stansmedia  Offline
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Joined: Mar 2003
Posts: 1,524
Canada
I cant believe the shader has the most votes. Vertex weights and decal management should be a huge priority. Im sick of my blood splatters hanging over the corners of walls, it looks incredibly stupid. Its almost 2007 and engines from the late 90's still have better decals. In all reality, there is no decals in A6. Just oriented sprites... Cmon already .


Decessus - 80% done. 100% abandoned.
GET MY ANDROID GAME! https://play.google.com/store/apps/details?id=com.lasertrain.zspinballfree&hl=en
Re: What's next? [Re: Stansmedia] #96807
01/09/07 17:47
01/09/07 17:47
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
sPlKe Offline
Expert
sPlKe  Offline
Expert

Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
not only that. the shadow rendering is more than poor, so is the light engine in general. this would be my number one priority...

Re: What's next? [Re: sPlKe] #96808
01/10/07 08:45
01/10/07 08:45
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
well, i dont believe that "more textures and shadows on terrains" is having so much votes. a shadow shader works for terrains too and more textures?? for what. thats bulls*t.

i hope not only one thing is developed. softshadows are a must to be built in the engine as well as vertexWeights and better decal system. i'd voted for those three if it was possible

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