Path: chuka.playstation.co.uk!news From: "Craig Graham" Newsgroups: scee.yaroze.programming.3d_graphics Subject: RsdAnim v1.3 - progress note Date: 26 Jun 1998 10:49:23 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 98 Message-ID: <01bda0ef$cdfed5e0$f30b0a0a@Angela1.intelligent-group.com> NNTP-Posting-Host: d1-s1-42-telehouse.mistral.co.uk X-Newsreader: Microsoft Internet News 4.70.1155 Just a quick note on how things are going with the next version of RsdAnim. This is a list of changes since the last public release. This version isn't released yet (got a few more things to sort out yet). [4/6/98] o 3DS Max ASE import now handles texture information. Why? Isn't RsdAnim's texture mapper pretty good? Yeah, it is compared to RsdTool, but 3DS Max rules for this sort of thing, RsdAnim is just for final edit and animation. NOTE: You MUST convert your textures to TIM's before you try to load the ASE. I recommend you setup all your textures in one directory first, before mapping them in 3DS Max. RsdAnim expects to find a TIM file in the same directory as the texture file you used from Max. [10/6/98] o Added swap X/Y option to the texture wrap dialog. [13/6/98] o Re-wrote the ASE importer to handle stuff more generically. o Added a replace keyframe button. [14/6/98] o Fixed rendering of 4 sided polys in the texture view. o Added new options to the view popup menu to make selected poly's: - transparent - coloured -+ - textured -+--these last two are to allow you to clear the texture of a polygon and to turn it back on again.... o Textured view now displays transparency - note that this only works on a 3D accellerator device which supports it (Direct3D's software rasterizer doesn't do it). Also (at least on my S3 Virge card), only solid coloured polys display as transparent - that's probably just my 3D card though... o Added new toolbar buttons for a couple of the new functions. [20/6/98] o A basic miscomprehension on my part about what the Yaroze manuals meant... p:(1,19,12) actually means 1 sign bit, 19 whole bits, 12 fractional bits. So, I've re-done the MIMe export code to allow a much broader range of values for the p coefficient (before, I was only allowing the values 1,19 and 12!!!). This gives a much larger and more accurate MIMe representation of an animation than you were getting before.... ==================================================== [22/6/98]: v1.2 Internal Beta Release (to John & Mark Only) NOTES: 1) TMD saving is work in progress - don't try to use it, bad things will happen. 2) Max2 ASE import: Don't enable "Extract Camera Paths" in the import dialog. This is gonna get finished once I work out KB-Splines properly.... 3) Max2 ASE import: Pay attention to my note dated [4/6/98]. This is important. ==================================================== [23/6/98] o Added a view lighting configuration dialog. You can now setup how the texture views flat lights are coloured. There are 3 lights, one on each axis, and you can toggle the RGB components of each light. Each view has it's lighting set individually, so you can have different illuminations in each view pane if you like... NOTE: This is a feature requested by John Li, and as he's my main graphics man, it goes in before anything else... [25/6/98] o Started the TMD saving function. Only works with FP3N's and GP3N's at the moment. [26/6/98] o Added more prim types to the TMD saver: FP3 GP3 FTP3 GTP3 FTP3N GTP3N -- Craig Graham, Intelligent Research (Video Games) Ltd EMAIL:cgraham@hinge.mistral.co.uk ========================================================== +++ REALITY DRIVER ERROR - PLEASE REBOOT UNIVERSE +++