you do realize that most handheld games use small textures, right? most are only 256x256.. only a few are at 512x512.. but they're mostly 128x128 (same goes for the PSP games), and plus take into account on the small screen that its being played on, it'll always look good on a small screen compared to a full screenThose textures are hideous, even for a 3DS game.
Yes I do realize all that, but I know that hammer texture could have been done much better.you do realize that most handheld games use small textures, right? most are only 256x256.. only a few are at 512x512.. but they're mostly 128x128 (same goes for the PSP games), and plus take into account on the small screen that its being played on, it'll always look good on a small screen compared to a full screen
without the combination of shaders and atmosphere applied in-game,there's no way any 3ds game's textures usually look good outside of their game of choice unless they were already pretty dark-atmosphered models to begin withYes I do realize all that, but I know that hammer texture could have been done much better.
its not possible atm. I plan to add a HUD on the screen with information like triangles count, bones count, textures count, current/total frames of all supported animations...awesome cool.
question.. how can we tell how many frames the animation has for bones and materials? (mostly materials cause bone animations i can figure out with maya, but would be nice to see how many frames it has when played in Ohana)
hmm alright, well at least its being planned! Keep up the good work!its not possible atm. I plan to add a HUD on the screen with information like triangles count, bones count, textures count, current/total frames of all supported animations...
if it doesnt even want to open, then its odd. Because DirectX stuff is only initialized when you open a model file.Yeah... I dunno. It doesn't seem to want to open.
I've tried running it as admin, recompiling it myself, running as admin and in Windows 7 compatibility mode...
I got it to open once but I'm not sure what I did.
To be honest, I think it's an issue with Nvidia, as whenever I run the program, the Nvidia Backend process's CPU usage ramps up to 20%. I noticed the DLL files you're using are from 2005. Is it possible they're not compatible with Windows 10 or DirectX 12?if it doesnt even want to open, then its odd. Because DirectX stuff is only initialized when you open a model file.
also if it doesnt show any error message, theres nothing I can do to help.
the models are stored under..Hm.
Trying to open Triple Deluxe files gives me an "unhandled exception", saying that it can't access the directory where the model files are held. I've tried running it as admin, it doesn't change anything.
pls halp