6647bd3515e59

6647bd351696f
1 Guest is here.
 

6647bd3516f33eldrone

6647bd3516f9f
Meh, modern games have a hundred times as many asset files as SS2.



Oh for sure, there's a ton of overhead right now, but my sanity starts slipping going through that obj folder, while other games nicely structure their files in neat subfolders.

But it would be nice to be able to tell the engine to tweq through index 0-24 of a .bin that could contain any number of meshes without having a massive amount of blah_0-100.bin taking up visual space in the obj folder.


But again, dark engines ways of animations keeps coming back and haunting me, so many things possible if everything wasn't so hardcoded and locked down with the database, rigs and use.

Random thought:

Theoretically with a hundred of bins it should be possible to sort of replicate an animated enemy right now, including virtual vhots for attachments and such, minus the nice blending and all that.

« Last Edit: 12. March 2024, 05:56:40 by eldrone »

6647bd3517113voodoo47

6647bd351717c
this reminded me - yeah, being able to modify fonts in some way that's not THAT wouldn't be bad.
Acknowledged by: eldrone

Your name:
This box must be left blank:

A familiar passcode with 3 digits:
1 Guest is here.
You just lost. You lost everything.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6647bd35172a4