Posted 15 April 2009 - 05:31 PM
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What a small world, huh? It's open source since the release v01 (finally labelled as BlitzSonic at that point), and it has been packed with the binary and the libraries needed to compile it since. Anyway, I stopped working at it due various reasons, including little to no time due school & work (at least at that time), lack of modellers and mappers and a stupid collision bug involving how I managed the ground alignment (but that made necessary to work on rewrite the whole engine).
So I pretty much moved on from this project, and started working on other things. Right now, I'm working on another project, for wich I can't give much more details right now, but you'll probably see on this SAGE.
Posted 15 April 2009 - 05:41 PM
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Okay, glad that got cleared up. It might be helpful to use some sort of hosting service in the future rather than links on youtube videos. A google code page or something similar is much easier to find.
Posted 15 April 2009 - 05:58 PM
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I've been trying to make a custom character for the engine for a couple of days now. I'm just trying to get the model to work ingame right now. I do the modeling in 3DS Max 2009, then export as a .3ds and import into anim8or. Then I ensure that the textures are correct, and save as a .an8. Then, I run AN8toB3D, and try to open the file, but after it finishes importing, I get a memory acces violation error, and the application kills itself. Any idea what is going on?
Posted 15 April 2009 - 06:10 PM
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Get fragmotion. Instead of Anim8tor.
Posted 15 April 2009 - 06:13 PM
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GIHunter, there's a small glitch in the V02 because I was messing with some skeleton bones in real time. So if your model doesn't have those bones, it'll produce a segfault. I gave a version with this fixed and Bloom and DOF to some people. You can get that one here:
This one first:
http://sonicfreak94.sepwich.com/BlitzSonic...hroomForest.rar
Then use this exe:
http://sonicfreak94.sepwich.com/BlitzSonic...ch-no-debug.rar
Posted 15 April 2009 - 06:53 PM
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Damizean, on Apr 15 2009, 07:13 PM, said:
When I replace my build of the game with the one in Mushroom Forest, an error message pops up:
"Unable to set graphics mode"
What should I do?
EDIT: Never mind, I figured out what to do.
This post has been edited by RGamer2009: 15 April 2009 - 08:34 PM
Posted 15 April 2009 - 07:23 PM
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Damizean, on Apr 15 2009, 06:31 PM, said:
What a small world, huh? It's open source since the release v01 (finally labelled as BlitzSonic at that point), and it has been packed with the binary and the libraries needed to compile it since. Anyway, I stopped working at it due various reasons, including little to no time due school & work (at least at that time), lack of modellers and mappers and a stupid collision bug involving how I managed the ground alignment (but that made necessary to work on rewrite the whole engine).
So I pretty much moved on from this project, and started working on other things. Right now, I'm working on another project, for wich I can't give much more details right now, but you'll probably see on this SAGE.
If you ever need a level designer, give me a ring.
Posted 15 April 2009 - 07:53 PM
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Damizean, on Apr 15 2009, 06:13 PM, said:
That's not what I was meaning. The game engine doesn't die, AN8toB3D dies. Still, that version is better than the one I had. Blooom...
Posted 15 April 2009 - 08:04 PM
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Wait a second. Why the fuck are you using an8tob3d anyway? You're using max, and max has a plugin for B3D exporting with animation.
Posted 15 April 2009 - 08:44 PM
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It does? I've never heard of one.

Anyways, the process was basically: open in 3DS Max, export as .3ds, import into anim8tor, save as .an8, attempt to open in an8tob3d, dump as .b3d. But, I just tried FragMOTION, and got it to work fine. Thanks, Tweaker.
Posted 15 April 2009 - 08:48 PM
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GIHunter, on Apr 15 2009, 09:44 PM, said:
Come again?
Posted 15 April 2009 - 09:59 PM
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Tweaker, on Apr 16 2009, 01:48 AM, said:
GIHunter, on Apr 15 2009, 09:44 PM, said:
Come again?
Polygon Jim and his SSJ pikachu confused him, that's all.
Posted 15 April 2009 - 10:08 PM
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GIHunter, on Apr 15 2009, 09:44 PM, said:
It does? I've never heard of one.

Anyways, the process was basically: open in 3DS Max, export as .3ds, import into anim8tor, save as .an8, attempt to open in an8tob3d, dump as .b3d. But, I just tried FragMOTION, and got it to work fine. Thanks, Tweaker.
Well, if you want to use it, here's a link.
http://www.onigirl.c...ntroduction.htm
Posted 16 April 2009 - 03:31 PM
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Namagem, on Apr 15 2009, 09:59 PM, said:
Tweaker, on Apr 16 2009, 01:48 AM, said:
GIHunter, on Apr 15 2009, 09:44 PM, said:
Come again?
Polygon Jim and his SSJ pikachu confused him, that's all.
That would be correct. Sorry, about that.
Polygon Jim, on Apr 15 2009, 10:08 PM, said:
GIHunter, on Apr 15 2009, 09:44 PM, said:
It does? I've never heard of one.

Anyways, the process was basically: open in 3DS Max, export as .3ds, import into anim8tor, save as .an8, attempt to open in an8tob3d, dump as .b3d. But, I just tried FragMOTION, and got it to work fine. Thanks, Tweaker.
Well, if you want to use it, here's a link.
http://www.onigirl.c...ntroduction.htm
Looking at it right now, I'm not seeing one for 2009. I'm going to go ahead and try the 9 one and see if it works. Nope, it didn't work.
This post has been edited by GIHunter: 16 April 2009 - 03:33 PM
Posted 16 April 2009 - 03:45 PM
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Does 2009 use a different format for plugins? I know it works on 2008 because I use it there.