What this doesn't get across is that the bones on each rig are oriented differently to each other, and the amount of difference varies wildly.
Like, one GE bone might require each axis to be cycled. So GE's X axis matches HL's Y axis, GE's Y matches HL's Z, etc.
Another GE bone might match the X axis on a HL bone, but Y and Z will be swapped, and Z will need its values inverted.
Basically rules are fake and none of this is worth the end goal (Goldeneye anims in HL), but I'm GONNA DO IT ANYWAY
We'll use these funds to port the Godot editor to the web, implement WebRTC and further networking features, and 3D demos!
Plowed my way through edits for 86 animations tonight. Added tail movement to Half-Life's crouched idle animation, and then used the crouching and standing idles as the base for all of the aiming animations.
Thankfully, a very simple and painless process. It only required importing the original animations on top of the new tail animation, which filled in the animation for every other bone. Time-consuming af though, and no way to automate the process.
I recently nabbed an Xplorer FX cart for cheap, and it has the ability to interrupt the PS1 via the cart's physical on/off switch. So here I am, toying with the interrupt switch during Tekken 3's attract mode, and fucking up the graphics in the process. https://www.youtube.com/watch?v=EIe6rHaYtlM
Just watched a live PS1 Silent Hill hacking PAX panel (https://youtu.be/ZZBsfJHwU6A) by @email@example.com, and remembered that BizHawk has live memory search/editing. I had to see if the same memory addresses worked in emulator.
Good news! The address for the pause text, 0x025395, is now haunted.
Audio/visual artist, tip-toeing haphazardly into gamedev. Follow me on my journey as I break all the things. 💪🦊✨
Cis, He/Him! 🌹
Game development! Discussions about game development and related fields, and/or by game developers and related professions.