Dev Age 1 - Terek'sha *Project Closed*

Re: Dev Age 1 - Terek'sha

Postby Grogyan » Fri Jul 04, 2008 8:30 pm

Nope, can't do that.

The program is for Maya objects within a Maya scene

But with the C/C++ files it shouldn't be too difficult to port to python, though when I mean not too difficult, I mean someone with a lot more python coding experience than myself.

I'm stuck on having a scrpt to convert a 3D bezier curve path (not to be confused with Add-> Curve -> Path) to a set of IPO bezier curves
Better to have loved and lost than never to have loved at all
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Re: Dev Age 1 - Terek'sha

Postby Nek'rahm » Sat Jul 05, 2008 2:31 pm

Well, I gotta a stable drawing down, so I figure I'll just give you guys a hint as to how things are going in the Age's conceptualizing.

Next image will be a bird's eye...

http://staryoshi.deviantart.com/art/Terek-sha-The-Old-Monument-90757357
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Re: Dev Age 1 - Terek'sha

Postby Nek'rahm » Thu Sep 25, 2008 6:26 pm

Holy heck I've been gone a long time O-o

Sorry for my absense guys, after my Uru CC fallout I kinda lost interest in Myst for a while.

I found a new CD to buy tho, so I should have things up and running again. Guild's been busy, as I've seen from a few things in the Gen Discussion forums.

First off, Terek'sha is a dead project now. Not enough stuff that's "doable" in terms of things that would be both moderately difficult and functional at the same time.

So, as of now, this project is dropped.
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