ARCHITECTURAL VISUALISER | TEXTURE ARTIST & 3D MODELLER for
BLACK MESA - A HL2 MODIFICATION | SOFTIMAGE , OCTANE RENDER, SHIVA 3D, REAPER.FM & SKETCHUP USER | HALFLIFE2 & ARMA2 MODDER | CMIVFX AFFILIATE | ANDROID / MOBILE DEVELOPER
27 October 2006
Dxf Importer for Softimage XSI 5.11
I'm pleased to announce that, as of today, the redmotion dxf import plugin is now finally available. It gives you the ability to load dxf files, either polymesh or basic vector information, straight into XSI.
I will be posting the announcement at XSIbase later on today.
EDIT: Download the .xsiaddon file from here.
15 October 2006
The Grand Machines - development footnote
When I started the TGC Competition 2006, I was a bit worried about the deadline being far too short to make any sort of decent game (that I could think of). But early on, I found some alternative ways - to 100% hard coding - to make a reasonably slick camera and control system. In fact - it worked out far better than any straight coding i've tried in the past.
It also debuts the first implementation of a system I've been developing since around mid-September, which I have pretentiously dubbed the X-engine. It allows me to use Softimage XSI to design, model, texture, animate and set up the basic physics properties for an entire level and then export as a single direct x file. The game code then picks it apart and assigns the correct attributes to the different elements. Currently, the level-specific mechanics/events have to be hard coded, but I intend to switch to a scripting system asap.
The X-engine was created to speed up my work flow and more importantly; for allowing users to create and add their own levels (with ease) in the future. As you never know who will take your game and do something you never thought of. It's the ultimate source of user feedback.
It also debuts the first implementation of a system I've been developing since around mid-September, which I have pretentiously dubbed the X-engine. It allows me to use Softimage XSI to design, model, texture, animate and set up the basic physics properties for an entire level and then export as a single direct x file. The game code then picks it apart and assigns the correct attributes to the different elements. Currently, the level-specific mechanics/events have to be hard coded, but I intend to switch to a scripting system asap.
The X-engine was created to speed up my work flow and more importantly; for allowing users to create and add their own levels (with ease) in the future. As you never know who will take your game and do something you never thought of. It's the ultimate source of user feedback.
TGC Competition 2006 entry - The Grand Machines - 3 level demo
Yesterday I submitted v.1.00 of my 3 level gameplay demo of "The Grand Machines" to the TGC 2006 Ageia Physx competition. The game is kind-of-a cross between Head-over-Heels and Marble Madness. It takes the co-operative 3d puzzle/platform elements of the first and the rolling ball physics of the latter. Yes, there are probably too many rolling ball games in the world, but it's been on my list o' game-things to do for ages.
EDIT: (Just submitted v1.1 - which adds a music track I created a few years ago.)
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