a magic potion brewing in your bubbling cauldron with such a deep silence around here ...

Moderator: Gehn Shard
Awesome news! Can't wait to see what it is.Tsar Hoikas wrote:
On a side topic, Gehn 10 will have another fan age added. No spoilers from me.
Deledrius wrote:Simmering.
What revelations?janaba wrote:in view of the recent revelations (which weren't all too new for many of you here I suppose)
I found no bottom... See here: http://www.youtube.com/watch?v=XrN0H_uYHn0Deledrius wrote:One thing that's nagged at my mind is just how deep that Library shaft possibly goes...
If you put Tre'bivdil on Gehn I will worship you.Deledrius wrote:I've successfully (to an extent) converted two small simple Ages as test subjects, Tre'bivdil and FehnirHouse.
Yes, it has to be done by hand. But it doesn't have to be done by the original author. It is easy for anyone who has walked in the Age to guess which side the normal should be, so we could split the work and go over them with Blender or Max.Deledrius wrote:Due to the conversion from Havok to PhysX (or to anything, really; this is mostly a Havok-induced problem) not all collision is immediately usable. As it has been explained to me, in Havok these surfaces are all double-sided, so most artists paid little or no attention to the surface normals as they had no need to do so. This is unfortunate as it means arbitrary faces are the wrong way 'round once converted, making them not function as intended. Also, being a question of arbitrary geometry as part of the objects, this is impractical to do any automatic conversion on; it's solely an artistic question, and difficult to address non-visually.
What this boils down to is that without assistance from the authors, or a substantial amount of clean-up work against the exported files we have, it will largely be infeasible to convert even these simple Ages for use on a non-Havok-using client.
What we can take away from this, however, is that all age builders should try to be mindful of the surface normals on their physics objects if they ever expect to use them on the MOULa-era Plasma engine, either directly or through conversion.
I just want to remind everyone that I publisheda script for automating that. Since it works on exported objects using LibPlasma, it should work with MOULa prps.Sirius wrote:I think it required deleting the material inside the drawable spans, not just in the PRP. Of course the best way would be to remove every vertex, icicle, etc using this texture, but that's really difficult. Chacal simply set the number of vertices in the icicle to 0 which is quite efficient too.