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  • in reply to: Faces – Characters – Models #111817
    Gernot66Gernot66
    Participant

    oh, i needed a little to long to edit my post, never mind.

    the only thing which is maybe of real interest is that i reached better results with the namegen since i sorted all alphabetically, there is no chance that it could be coincidentially “orderly” or appear orderly, that some will stand exactly in a alphabetical order.

    Fanatical - Official PC Game Keys

    in reply to: Faces – Characters – Models #111816
    Gernot66Gernot66
    Participant

    a lat example from a highpop outdoor world

    the other planet is named “New Tombogandhi”
    100 pts for you if you know where or what Tombogandhi is

    in reply to: Faces – Characters – Models #111815
    Gernot66Gernot66
    Participant

    and well stations, that’s great if they are named after all these physicians and astronomers.
    for the high pop outdoor world i made even a quite large table, most names are Heaven or Paradise in all kinds of human languages.

    sometimes they are such grouped that one could think it’s planned
    but i sorted the names alphabetically, there is no grouping except this and because it’s more or less random this is coincidentially.

    in reply to: Faces – Characters – Models #111814
    Gernot66Gernot66
    Participant

    c’mon that’s Thalia Makarov, she looks exactly like.

    or even this,

    Ana Pannekoek, what else, imagine now some weird robot, it won’t work.

    Thalia Makarov is a lucky throw, but you will encounter many such lucky throws.

    i know it’s coincidental, but exactly this is good.
    i merged also some names from walterars scout,it’s a bit crazy to have all those marias and juans.
    but since the table grew very large they are just some.

    like i said i feel the sci-fi face mod, apart from beeing less shuttered, didn’t works well with the international names i have.

    in reply to: Faces – Characters – Models #111813
    Gernot66Gernot66
    Participant

    i guess i really prefere this

    no i didn’t sorted them, but i tell you it’s surprising how well faces and names recently workout.

    in reply to: Faces – Characters – Models #111812
    Gernot66Gernot66
    Participant

    sometimes it fails completely

    in reply to: Faces – Characters – Models #111811
    Gernot66Gernot66
    Participant

    dunno what i should think of it, i guess i prefere the pioneer way.
    that’s maybe also because my namegen table differs much, i use only surnames of astronomers, physicians, mathematicians and a few chemicists and very few actors and the whole russian and us manned space flight team. +100 from each faction.
    that is from my pov a quite good blend, only some asian and african surnames are missing.
    for the first names i did a quite deep search in web and i use a lot of arabic names (they sound good)
    first names of some of the above.

    i feel they don’t fit to the facegen mod.
    sometimes they do

    in reply to: Pioneer Musical Appreciation Society #111810
    Gernot66Gernot66
    Participant

    i guess the title tells all, no i didn’t know this game, but will for sure look out for it.
    sounds pretty funny on the small speakers i have connected to the notebook.
    i did it twice today, i first filled the head of a guy on disqus who dared to ask how the dinosaurs started to fly and actually why didn’t all animals can fly, i guess he’s a creationist.
    and then i filled your head with almost the same topic ๐Ÿ™‚

    what i like to post and had already in mind, is one for my buddy phil.

    https://youtu.be/6GWSMS0YeD8
    in reply to: Faces – Characters – Models #111809
    Gernot66Gernot66
    Participant

    OHKEH! (for halloween)

    OHKEH, i expected a little more of the facegen mod, a little bit at least, i expected simple pictures.
    – somehow.

    but i’m happy, this means the idea of generated images is still senseful, phew.
    the thing is just, that i won’t do it myself, not that i couldn’t but i have else enough up and i don’t like andy to wait to long for a few more FFED3D models.
    i would like, but i don’t like to displease the few who depend on me like andy or especially steve.
    already i feel a little guilt to let them wait such long thus i didn’t wan’t to start a third thing.
    i would like to participate a little, but i won’t lead the team or can’t/won’t do all.
    but we will see, if there is no one else…
    it’s not such a big thing, it will cost me a lot of time to elaborate an interchangeable blender scene. the mean thing is that if that is once done it’s easy to create them. at least how i imagine it, if it works out as i expect i didn’t know yet.

    i will see, maybe it’s an option to ask for support in the blender forum.
    or maybe i need just a little more patience and someone will jump on the bandwagon.

    it was i good idea of you to publish them and especially to show your work to me.
    i haven’t much cartoons to offer, made last year some, one to keep that what has happened to me in my mind (when the police kicked me out of my wheelchair) and two sketches about my thoughts to what is going down or on in the world.
    foremost i’m not a good storyteller.
    yes i’m a blabbermouth, but not a good storyteller, i know if i tell a story it’s not very interesting, ppl don’t like to listen to this plain stuff, they like it in full color on broad screen with a lot of special effects, in other words if you lie and blow your story up they listen, but if you just tell what happened for real it’s not of interest. “aha ja, well, so so”
    neither i’m good in telling jokes, to flat, to short, maybe i’m to serious in telling but i can’t change that. i concentrate to much on the essential things and that’s not funny.
    i guess my sketches tell a lot more as my stories do.

    to return to topic.
    i would even like cheesy clips like in FFE, really i like that.

    so yes the idea of counterfeis of co-devs and players as far as they like to publish that isn’t such a bad one.
    imagine put on a helmet of some sort and say “we don’t like your kind around here”. “that was a close one” i think that’s hilarious.
    i really though for a while about to engage my friends for such, i mean they just hang around, drink a lot of beer and smoke a lot of green leafy stuff (parsley of course what else did you expected?).
    Phil’s a great buddy, but unfartunately it’s hard to do planned things with him. last year we took some chalk and uglyfied our railroadstation. it was great and the passengers liked it (not so the guards). but you can do this with him only when it’s illegal, as soon as i say “let’s go to the city and ask for a place where we can do this, they will be for sure cooperative” then he’s off and didn’t likes to. no it has to be illegal else it’s not good. often you just have to ask and mostly the answer will be yes. you can still rebel if they say no.

    in reply to: “Phoenix” (former Sputnik) #111750
    Gernot66Gernot66
    Participant

    yes, i remember one link per per post else it has to be moderated, ok.

    except that i created the bunch of shuttles i did some work to the lmr functions and it gets easier step by step. finally i achieved it to make a texturing function, it’s not perfect and still you need to edit the output of it especially if you like to map the geometry in a certain section of the texture (map).

    but it’s already cool and i should have written this a long time ago, it’s a very useful function, you no longer have to fiddle around emdless until you find especially the proper scale, the positioning is somewhat rough, for a simple mapping it’s ok but if you measure a texture and use the “UV” data it multiplies small errors to big ones.

    to reach this i started with the cuboid function and used it to find out how it can work and how the UV projection is for a righthanded model system (remember i have no web at home, so no help from any wiki or else, this is all my personal work)

    
      +---+---+  +------  \   /  +      +      +      +-----+  +-----+  +------  +-----+
          |      |         \ /   |\    /|     / \     |     |  |     |  |        |     |
          |      +----      /    | \  / |    /___\    +-----+  +-----+  +----    +-----+
          |      |         / \   |  \/  |   /     \   |        |        |        |   \
          |      +------  /   \  |      |  /       \  |        |        +------  |    \ 
    	 
      ===================================================================================
    
       THIS IS SUCH AN IMPORTANT FUNCTION THAT I DECIDED TO PUT IT IN A SEPERATE FILE
                        (should have done this a long time ago)
    
    INPUT
    -----
    
    - position & size of the geometry on which the texture will be projected on
    - projection = projection vector - side from which you look at the geometry, 
      v(0,1,0) = top (bottom), v(0,0,1) = back (front), v(1,0,0) = right side (left side) 
    - divisor, correctional vector either to repeat a texture i.e. v(1.5,1,1) to tile it 
      1.5 times along "x", or to adjust the result if the size doesn't exactly fits
    
      
    OUTPUT
    ------
    
    a table which contains the four vectors for the texture projection
    example
    why didn't use the texture() function rightaway?
    just because :)
    just because it allows to store the vectors as a variable and 
    reuse them in the script if needed further and this is most important you can trim the result
    which is unfortunately needed if you use a texturemap divided in sections for parts/viewplanes.
    
    USAGE
    -----
    
      +----------------------------------------------------------------------------------------+
      |                                                                                        |
      |   local front = texmapper( position, size, v(0,0,1) )                                  |
      |   texture( 'texturepath', front[1], front[2], front[3] )                               |
      |                                                                                        |
      |   check the test model to understand how to use the functions results                  |
      |                                                                                        |
      +----------------------------------------------------------------------------------------+
     
     
    THEORY
    ------	
    a texture is always 1 in relation to the geometries dimensions. to calcultae the factor
    to scale a geometry on any texture no matter what size or aspect it has we have to divide
    1 with the dimensions of the geometry we like to project the texture on, resp. project the
    mesh on the plane of view).
    this wil strech a texture sometimes so much it turns out quite ugly
    to keep a texture in it's aspect & size (repetive use of the texture) we must recompensate
    this default behaviour by multiplying the resulting scale with the models dimension
    so it turns back to the original size in relation to the texture.
    the use varies, often you simply like to project atexture on a couple of geometries. 
    
    SCHEMA
    ------
    
    Geometry (righthanded):
    
            +y
             |
             |
             |   front/back
             |
      side   0---------- +x
            /
           /    top/bottom 
          /  
         +z 
    	
    	
    Viewplane (righthanded):
      
         +V +---------+ UV max
            |         |
            |         |
            |         |
            |         |
     UV min 0---------+ +U
    
    though....
    one likes to map a geometry on a texture map which contains different textures for
    the model(s).
    
    TEXTURE DIMENSIONS
    ------------------
    
    if you have a special texture map or need 
    to project the mesh on a given section in the texture you need to precalculate 
    the correctiomnal values for the position of the mesh and its size in relation
    to the textures dimensions.
    i didn't liked to implment this function in the mapper, it's fine for 'everyday use'
    
      
    --]]

    yep you can learn something here ๐Ÿ˜‰

    isn’t that a nice textured cube?

    as one can see pioneer makes a fraction of an failure when projecting a texture, you can see here a very small border from the black groundlines to the next repetion ( a reason why i made this one sided border because i noticed this slight failure before). as larger the object is and as more the texture will probably streched as larger this error will be – unfortunately.

    in reply to: “Phoenix” (former Sputnik) #111776
    Gernot66Gernot66
    Participant

    looks like my texturemapper still needs to be moderated, you know me im a “prinzipienreiter” someone who cares a lot (we care a lot …) aboout the basic understanding of a topic, it’s something this button presser generation leaks strongly of.

    i found a very deep explanation to 3D view and UV mapping in “Google Books”, for those who like to get deeper knowledge about this as just to fiddle around with a software which won’t tell you the rules that stand behind.

    however i did that in advance all myself and to create something like a texturemapper i had to know how the tard works. most i knew already but there was still some questions i couldn’t have answered before i made some test models. the starting point for my texmapper was Tom “noflag” Morton’s (noflag is very important to me ๐Ÿ˜‰ ) “cuboid” function. I extended this function to a textured cuboid which will be textured automatically from all sides with the same texture (instead of a lousy diagonal projection which is still handy in some cases).

    remember this tard is all out of my shitty brain, i have no web at home where i could have referred to something like the above link.

    
      +---+---+  +------  \   /  +      +      +      +-----+  +-----+  +------  +-----+
          |      |         \ /   |\    /|     / \     |     |  |     |  |        |     |
          |      +----      /    | \  / |    /___\    +-----+  +-----+  +----    +-----+
          |      |         / \   |  \/  |   /     \   |        |        |        |   \
          |      +------  /   \  |      |  /       \  |        |        +------  |    \ 
    	 
      ===================================================================================
    
       THIS IS SUCH AN IMPORTANT FUNCTION THAT I DECIDED TO PUT IT IN A SEPERATE FILE
                        (should have done this a long time ago)
    
    INPUT
    -----
    
    - position & size of the geometry on which the texture will be projected on
    - projection = view plane - side from which you look at the geometry, 
      v(0,1,0) = top (bottom), v(0,0,1) = back (front), v(1,0,0) = right side (left side) 
    - divisor, correctional vector either to repeat a texture i.e. v(1.5,1,1) to tile it 
      1.5 times along "x", or to adjust the result if the size doesn't exactly fits
    
      
    OUTPUT
    ------
    
    a table which contains the three vectors for the texture projection
    why didn't use the texture() function rightaway?
    just because :)
    just because it allows to store the vectors as a variable and 
    reuse them in the script if needed and foremost this allows manual tuning and if i
    output the fished call for the texture function you can't do such.
    
    USAGE
    -----
    
      +----------------------------------------------------------------------------------------+
      |                                                                                        |
      |   local front = texmapper( position, size, v(0,0,1) )                                  |
      |   texture( 'texturepath', front[1], front[2], front[3] )                               |
      |                                                                                        |
      +----------------------------------------------------------------------------------------+
     
     
    THEORY
    ------	
    a texture is always 1 in relation to the geometries dimensions. to calcultae the factor
    to scale a geometry on any texture no matter what size or aspect it has we have to divide
    1 with the dimensions of the geometry we like to project the texture on, resp. project the
    mesh on the plane of view).
    this wil strech a texture sometimes so much it turns out quite ugly
    to keep a texture in it's aspect & size (repetive use of the texture) we must recompensate
    this default behaviour by multiplying the resulting scale with the models dimension
    so it turns back to the original size in relation to the texture.
    the use varies, often you simply like to project atexture on a couple of geometries. 
    
    SCHEMA
    ------
    
    Geometry (righthanded):
    
            +y
             |
             |
             |   front/back
             |
      side   0---------- +x
            /
           /    top/bottom 
          /  
         +z 
    	
    	
    Texture plane (righthanded):
      
         +V +---------+ UV max
            |         |
            |         |
            |         |
            |         |
     UV min 0---------+ +U
    
    though....
    one likes to map a geometry on a texture map which contains different textures for
    the model(s).
    
    TEXTURE DIMENSIONS
    ------------------
    
    if you have a special texture map or need 
    to project the mesh on a given section in the texture you need to precalculate 
    the correctiomnal values for the position of the mesh and its size in relation
    to the textures dimensions.
    i didn't liked to implment this function in the mapper, it's fine for 'everyday use'
    

    it’s a quite simpler explanation as to read a book, of course you won’t have deep understing after my explanation but it will make you clear why certain things are as they are.

    btw, it’s possible to use this function also for texture maps which contain different textures for various parts/viewplanes. i wasn’t sure how and if when i wrote it and wrote also a second function the “texture calculator” it didn’t turned out well and thus i returned to my mapper an i experienced it’s suitable also for this task.

    i didn’t expect that the interest will be big in this but i’m very proud of what i elaborated myself.

    finally a picture which i already posted (but i unfortunately made a mistake with the labelling, at 6:00 am after a 24h session your brain starts to get very tired)

    i guess the picture tells more as a thousend words you can lose about this topic.

    in reply to: Faces – Characters – Models #111799
    Gernot66Gernot66
    Participant

    is that the same marcel?
    i’m amazed!

    i couldn’t do it that good.
    (can’t get off my naive stuff, i can’t do mean or ugly it’s always nice, i can draw a monster and it turns out to be a puppy)

    why this gap?
    it won’t matter, one is only getting better in the age no matter experience.
    the life one lived gets reflected in his work and if you are young your life is still ahead.

    really a great job, i like it and it differs much from what my best buddy or i do.
    he’s cool, but his kind of drawings are urban, stinking, ugly, mean, but also good.
    he reminds me much of a comic magazine we had in zurich, “strapazin” typical urban zurich underground.
    he’s still a skinhead and this is to see well. Phil is Oi.

    in reply to: Faces – Characters – Models #111793
    Gernot66Gernot66
    Participant

    pardon me a short addition.
    so if my lightsource is orange the surfaces won’t turn orange, just all other colors as orange are less saturated. A star never emmits energy in one section of the spectrum it’s shifted more to one or the other side. but still it covers the whole spectrum of electromagnetical waves, from longest long wave to shortest x-ray.

    in reply to: Faces – Characters – Models #111790
    Gernot66Gernot66
    Participant

    of course such would be no facegen, very repetive and from my pov uninspired.

    someone could steal that stuff, i have for good old Sims a face generator, one could extract easy the needed snippets from that, but neither this is really good, thus i’m for let’s do it ourself.

    if i’m in the mood for i will try one (or a couple of) to show off what my imagination is, i guess it can be automated, i’m pretty sure, all what would be left to do is to set the parameters for the humanoid generator of blender i.e. the renderings would look as good as a model with the simple exception that they are stills. i guess it would look quite professional but we would still keep the full capacity of the facegen. i.e. the necksize can be made uniform so that clothes/uniforms will fit exactly no matter what face gets generated, hair the same, no smearing needed, it could be sharp as a razorblade. you could render the hair seperately from the head, if you overlay this on a complete baldhead it would always fit. it’s just that all participants who like to do this must keep certain parameters, but like i said this is no problem a once elaborated blender scene is interchangeable.
    i guess it would be even possible with the right camera settings to extract the snippets while you render the head, resp. render each snippet alone ready to use in size. it’s quite a lot of work to set all nicely up, but after it will be done by pressing of a button, or almost.

    one could think even about alien races or ok alienized humans, because what would happen if humans live for generations under a flare stars light? certainly they would look alienized.

    micros & macros?, my imagination goes wild.
    green faced littles from a planet with extraordinary high gravity, flat like a cream-puff, lol.

    “i should have done it before” ๐Ÿ˜‰
    one can automate a lot of things, not only FS hangars.

    (one idea pushes the other).

    It’s just i can’t do it all and i really like to work on phoenix, also i fear pioneer won’t run on my recent notebook. and you know for sure certain things i dislike totally (colored nebulas i.e.).
    i like it “slim” and not blown up, i dislike chewing gum colors in space the ships are colorful enough and should be imo a contrast to the hostile environment. and the thing with the nebulas is – well you can see them only this beautiful from our far pov, if you are close there is nothing to see of that beauty. take the beautiful orion nebula as example, it looks fantastic from here, but if you would be that close that it would fill the sky there would be nothing to see of that, them are only a few atoms per cubic kilometer, the density is far to low to be recognized from close as color or anything. besides keeping this in mind we can’t even tell if we are in a nebula. compare it to the situation on our blue ball, if i look into a valley i can see the fog hanging in the valley, but if i’m in the valley i don’t see that fog like this, ok it will hinder my sight but it doesn’t looks like from far. if the density is low you would still recognize the fog from far while “i” as valley inhabitant will say we have blue sky. you can see a cities fog dome well from far, but you can’t if you are in the city. and yeah, do you watched the nvidia clip i posted, cool no, absolutely not possible that you can see a single star as long as you are in solar system, the fucking sun is that bright that you either see all black or all white. if you filter the light so you can stand the brightness there will be no stars to see, otherwise the sun will overpower all. thus i stand to tomm’s expression “what we have (had) is already to much”.

    sci-fi movies gave us the wrong imagination of that, foremost star-trek, with those thick colored nebulas, but that’s unrealistic as it can be. as closer i am as less will be to see of it.
    they gave us a lot of wrong imaginations about the look of space. it’s mostly black and hostile and not very interesting at all. this blue ball here is still a big exclusion to all that what we discovered so far. eh like the light when you would travel at speed of light it would concentrate to you, all fucking energy would concentrate to you and not fled from you.

    about certain things like the light of a suns temperature, because the classes we gave are temperature and not specific the color of their light. the spectrum reflects the temperature not the definitive light color. things i really like to talk about with someone like Harald or any else theoretical Astrophysician. i have a lot of questions to that. let’s do a comparison even here, if i lighten up something with a xenon lamp does all become blue? no. if i use a candle is everything yellow-orange? no. a suns light is not a color filter, it’s not substractive it’s an additive color if it’s to recognize as color at all. i guess even a red dwarf is still that bright that we would recognize it as white and not as red light, it’s not a filter like a red lightbulb. natrium low-pressure bulbs are orange in spectrum, a little effect it has on the color, but dammit in my growing room it was bright white light. mercury bulbs are blue in spectrum, i never used them they are a pain for environment, but for sure all is bright white light to us. erm not only to us, the colors keep their color, it’s not a filter. a green surface stays green under orange or blue light because this color is substractive, it can only reflect the green part of spectrum. it would only turn grey if that section of the spectrum would be missing, but it will be never blue, red or orange. yeah ok a tiny little bit, the reflection, if a surface is glossy, will reflect the color of the light, while even here i’m not sure how strong the effect will be, the spectral color classyfies the temperature not the actual color of light. pardon me if i repeat myself, it’s no filter.

    as textiletechnologist (tรผechlidrugger) we used different colored lightsources to come close to the spectrum of the sun, it has a tiny tiny effect on color, but it never turns blue or orange, it’s a scent of more blue or more orange. it greys out colors if the spectrum is one sided but it doesn’t turns to the color of the lightsource. red stays red it’s just less saturated if you leave away red light, up to grey if there is no red light. nearly black even because if the exact color is missing and the surface would be fully saturated in one color it can’t reflect a shit.

    let’s ask isaac newton what he thinks about that ๐Ÿ˜‰

    in reply to: Faces – Characters – Models #111789
    Gernot66Gernot66
    Participant

    hi hi hi, marcello, i guess not everybody is like me and doesn’t cares much. it’s interesting most ppl keep their identity secret, except for sure on facebook or instagram. very strange.

    I have no idea what “the Facegen-sci fi mod” is, can you enlighten me?

    choices are different, i guess i would like cartoony stuff, something that reminds me of the good old days of pixel art, like D1’s counterfei.

    but as i said in mind i have something different and i would really like to build up on the idea of “anonymous” who seems unfortunately to be no longer present here.

    once setup you could make a lot unique stuff with it, pseudo-realistic or cartoony.

    so said personally i wouldn’t mind about a lot of pirated images from old games, yeah does work only as mod and not for the official release, while homebrew stuff would be ideal.

    actually i didn’t dislike the standard facegen, the backgrounds could be more like this (while i have no idea how the recent pioneer looks like)

    just as an idea what woul please me, the background would have to be less detailed and in the foreground you should see a lot of computers of some sort – of some sort.

    in reply to: Pioneer Musical Appreciation Society #111788
    Gernot66Gernot66
    Participant
    https://youtu.be/o5zb0WTSLsY
    in reply to: “Phoenix” (former Sputnik) #111780
    Gernot66Gernot66
    Participant

    today i was looking for industrial building textures (if i wouldn’t be such a lazy ass we have a lot of modern industrial buildings in Wattwil). However, i stumbled over Flightsimulator and how they generate buildings, generate one must say and it’s something very obvious. Buildings are background art and doesn’t need to be detailed, in general a cube with a texture on each side. The cool thing is that they even dont need to build the buildings, the system is also obvious, you have uniform tiled texturemaps and just say no.xxx is the front face, the front face itself is a quad – nothing else. I guess right now with the mapper function, if i extend that a little, something similar is easy possible, one would just have to tell which sections of the map you like to use for which viewplane and enter the size of the building you like to have, the output will be the finished building.

    sidetrip, one was asking for slanted roofs (they turned out very funny), yeah it’s possible but well this makes such a mapper very complex if i can even rotate the viewplane and the face, the face is less a problem as to respect that in the mapper, fixed not as much if i tell all slanted roofs have this or a short table of angles, but if i like to rotate free it’s a brainfucker to respect that (i’m up to, it just didn’t works yet as i expect, the goal is a real use of the projection vector so you can enter i.e v(deg_to_rad(30),1,0) and the mapping will be in this angle, recently my mapper only supports integer vectors, in other terms the three basic viewplanes (6, negative numbers are respected to flip the texture, left is the a little complicated thing to rotate a texture that “up” in the texture becomes left or right, i would need an additional vector for this but this again makes the function call more complex, but if you make a map you can respect this that you can’t rotate the projection in this way and rotate the respective texture on the map you create).

    if all would be set up perfect one could make a “for” (for 1, #bldtexmaps do) routine which outputs generated buildings in masses based on uniform tiled texturemaps. the only work left would be to assemble the texture maps by a given scheme. it won’t have to be a map for variuos bld’s like in FS, one bld per map would be fine as well.

    generated buildings
    next
    generated space ships? ๐Ÿ˜‰

    OK no this goes to far, i’m happy if i can put together one random assembled ship.

    in reply to: “Phoenix” (former Sputnik) #111778
    Gernot66Gernot66
    Participant

    in general i like this type of “needleprinter” or typewriter graphics, and yes it had it’s revival already.

    
      *              *
     / \            / \
    /   \          /   \
    \   /  4-TRIS  \   /
     +-+            +-+
     |o|            |o|
     | |++++++++++++| |
     |o|            |o|
     | |     __     | |
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     by Joseph Zbiciak
    

    this one is designed for the “LTO Flash!” a Intellivision Flash ROM which will display manuals (apart from the main task to store all the roms as binary images) in a resolution of 20 rows and 12 lines, which fits to a NTSC tube TV’s resolution of 352ร—240.

    a quite differnt type of “CGI” ๐Ÿ˜‰

    to some old is just old – to me it’s vintage and precious.

    one who understands why Tetris is such a long time runner will create better games, i’m convinced about that.

    in reply to: “Phoenix” (former Sputnik) #111777
    Gernot66Gernot66
    Participant

    to much code hm? ah it’s just code because of the schemas which i made using glyphs, but to display it right it must be a monospaced font like for the code.

    in reply to: Face editor mod? #111772
    Gernot66Gernot66
    Participant

    it should be possible to have the “noise screen” back we had at beginning so you would get rid off the “cheesy avatars”
    i understand well that some dislike them, i think they are enjoyable but well…

    let’s see…

    i notice that there seems to be much interest in altering the avatars, the generation itself can stay, it’s straight FE2. but instead to use the snippets from photos it would be maybe better to either draw them ore use snippets from generated and rendered faces, certainly this would look more serious and also certain ugly things like borders or not fitting mouth or eyesize is avoidable.

    at this point let me know it, maybe we can build a small team and pick up this task.
    iv’e read one fiddles around with blenders face generation, that’s a good starting point.
    what we need as first are a couple of parameters the team members must keep, skin color(s), certain sizes mostly, we would have to try it out.

    the renderings would also allow to make better backgrounds as a living room of some sort i.e.
    fitting space station backgrounds.

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