oznogon
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- oznogon
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When today's build goes up, I'll have a compatible OS X build with the radar workaround ready to post.
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The Mac workaround uses older code that's probably deprecated, considering that it wasn't being used anywhere in recent releases, and it ultimately doesn't look very good.
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Understood. I'll maintain an OS X fork starting with the next release while I look for a better solution.
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(Quote) I can reliably compile on OS X 10.10.5 using SFML from Homebrew. I have a functional workaround branch for Science on OS X and will PR when I finish polishing it and can test for regressions on other platforms: https://github.com/oznogon/Emp…
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I can't figure out how to script the baking. Here's what I've got so far. Note that my Python is worse than my Lua, which is worse than my C++, which is worse than my JavaScript. ¯\_(ツ)_/¯
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I've got the script roughly generating ModelData, including turret placement and engine emitters. I'll post up when I've got a moment to clean up the Lua output, which still needs some editing after generation. (Image)
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A couple quirks that I noticed: - The models face backwards when used in EE. This can be fixed by either rotating the model before exporting, or changing the Forward from -Z Forward to Z Forward while exporting. - The models are small; the one in …
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As I thought, getting specular and illumination textures was as simple as creating a couple extra images in Blender and using specular intensity and emission bake modes, respectively. Here are some more glamour shots: (Image) (Image)
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It's not really a bug. The script creates models that rely on materials. EE's engine doesn't support materials. You can work around this by baking the materials. It's a little labor intensive, but considering the nature of these generated models it…
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EE crashes because the script doesn't create a UV map. MM3D creates one automatically when it exports to OBJ, but Blender doesnt. If I run a smart UV unwrap on the model in Blender before exporting it to OBJ, the model loads in EE. I'm also using t…
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I wound up getting one into the game, but it relies on materials for details and doesn't appear to have a UV map. (Image) The extra steps I took were to apply the Decimator modifier in Blender, export to OBJ without materials, then load the OBJ i…
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It's a demo of a Trek game that requires players to wear visors. It'd be stranger if they didn't include LeVar Burton. :)
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Official trailer is live: https://www.youtube.com/watch?v=romB8e5nMp8
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Interface screenshots from the livestream: http://imgur.com/a/8GOaD
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The official site is live ahead of the official announcement: https://www.ubisoft.com/en-GB/game/star-trek-bridge-crew/ Fall 2016, VR devices only. New starship class designed for the game, Abramsverse aesthetic, procedurally generated missions, si…