Posted: Sat Jul 29, 2006 4:04 am
Game Plan Update:
Upon deliberation with some of my friends who are helping me design my game I have decided to NOT cell shade my game. A friend pointed out that by taking the easy way out 9 times out of 10 leads to disaster and taking the hard road gets results. So I will take the harder road and spend time making my game realistic looking. It is what I invisioned from the start anyhow.
Just one more thing to note about development right now is that I am suffering from using trueSpace3.2 and gameSpace lite. tS 3.2 has a terrible UV mapping system and the plug ins that acctually let you see the UV map dont let you adjust it to make it useable because 99.9% of the time the UV map isnt inside its clipping box. I tried using lithunrap but that only saves to trueSpace 1 objects that then cannot be anything but flat shaded in tS3.2 gSlite and even Lithunrap. gS lite has a better UV mapping system and I will have to switch my model to the limited gS. gS limits scene polygons to 650 becasue of an odd glitch, it supposed to be 5000 I think. Anyway, its a good thing my model is supposed to be chopped up because otherwise I would be suffering more. Also, when using tS 3.2 I modeled the character backwards beacuse the XY units are inversed and I thought modeling like I did in blender and gS lite would make it right. So, right now my models a big mess that needs a lot of work before I can make progress.
And one more note is I havent been able to work on the character for 2 days now. I hope to find time to work on it soon.
This acctually isnt too bad. A few hours of work should fix everything and get me to a point where I can start work again on the character. This ruff patch hasnt put me down even though it might sound like a nightmare to others. I guess I was half expecting somthing like this would happen!
-MoG-
Upon deliberation with some of my friends who are helping me design my game I have decided to NOT cell shade my game. A friend pointed out that by taking the easy way out 9 times out of 10 leads to disaster and taking the hard road gets results. So I will take the harder road and spend time making my game realistic looking. It is what I invisioned from the start anyhow.
Just one more thing to note about development right now is that I am suffering from using trueSpace3.2 and gameSpace lite. tS 3.2 has a terrible UV mapping system and the plug ins that acctually let you see the UV map dont let you adjust it to make it useable because 99.9% of the time the UV map isnt inside its clipping box. I tried using lithunrap but that only saves to trueSpace 1 objects that then cannot be anything but flat shaded in tS3.2 gSlite and even Lithunrap. gS lite has a better UV mapping system and I will have to switch my model to the limited gS. gS limits scene polygons to 650 becasue of an odd glitch, it supposed to be 5000 I think. Anyway, its a good thing my model is supposed to be chopped up because otherwise I would be suffering more. Also, when using tS 3.2 I modeled the character backwards beacuse the XY units are inversed and I thought modeling like I did in blender and gS lite would make it right. So, right now my models a big mess that needs a lot of work before I can make progress.
And one more note is I havent been able to work on the character for 2 days now. I hope to find time to work on it soon.
This acctually isnt too bad. A few hours of work should fix everything and get me to a point where I can start work again on the character. This ruff patch hasnt put me down even though it might sound like a nightmare to others. I guess I was half expecting somthing like this would happen!
-MoG-