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#41 (permalink) |
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Registered User
Join Date: Feb 2009
Location: Sweden
Posts: 6
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#44 (permalink) |
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Global Moderator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Location: South Carolina, USA
Posts: 6,824
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I've updated/changed a lot, though I've been working on it a lot less than I usually do. It now loads the ROM directly, emulates the ucode almost 1:1, among many other things I can't quite recall. I'll make a new release soon.
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#48 (permalink) |
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Registered User
Join Date: Jul 2009
Location: London, UK
Posts: 1
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I finally tracked this topic down. I was following the progress of UoT a few years back at emutalk and now I have found a thread with updates from this year so I will be keeping an eye on this. CoolisCool, great work, both on this and on Bottles Glasses... |
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#49 (permalink) |
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Registered User
Join Date: Aug 2009
Location: Canada
Posts: 1
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Judging on your picture cooliscool, I take it that you figured out how to render the models properly? No offence intended, but when your render the whole model, each piece comes together in one place and it looks like a mess and upside-down. From my experiences, I saw that models were suppose to have their arms sticking out and the whole model was recognizable. I don't know if you already fixed this though... Or if this is something to be fixed... I also find the Actor and Scene Actor label-bank a bit irksome. There are a lot of ?'s.... Other than that, it really is a great program =) |
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#51 (permalink) |
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Global Moderator
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Jul 2001
Location: South Carolina, USA
Posts: 6,824
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For those that care... I'm slowly updating and making progress. I've fixed too many rendering errors to count, redesigned the UI some, added ROM loading, and started work on actor skeleton and keyframe support. Here's a screenshot showing multitexturing and proper color combiner emulation (grass). Also notice how it loads the ROM now, with each file categorized into TreeSelect nodes.
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