@Shadow Coderer -
Quote: "Out of interest, I have adopted your 2.5 k tri limit for main character models, but recently learned that the models in final fantasy x, are around 3k! For me, that really puts things into perspective, if DBP can't handle the number of polys that the PS2 could. "
It was dealing with Psionic's models that taught me about what DBP could actually handle. Like I've said before, the actual size of the model has a huge impact on how well DBP can deal with it. DBP handles medium poly objects very well. I think the problem is that lots of the models that are around are very poor quality - huge file size, too many animation frames. Too many animation frames is one way to turn a model into a pile of poop. Lots of frames aren't even necessary, because DBP automatically interpolates between consecutive frames.
Quote: "Firstly, what program do you use for texturing?"
I use Ultimate Unwrap 3D. It is an absolutely fantastic piece of software, worth every penny (around $60, I believe). Not only is it the best UV Mapping software available, but it has fantastic file format support. It can directly import and export to MS3D and X formats, among many others.
I also use Paint Shop Pro a lot in conjunction with it.
Quote: "And, can milkshape directly export bones and vertex animation in the .x format? Thanks."
Absolutely. The DX9 exporter is a plugin (I believe, it's been a long time since I've downloaded it), and is a very good one. Whenever I buy a stock model, I always re-export it myself and end up with a much smaller file.
People like to add a large time-factor to an animated model. However, that increases the file size by adding dead frames to the model. The purpose is to control the animation speed. There's no point though, a time factor of 1 is all you need.
I'm glad that you like the video. There are lots of ambient sounds. Every animal on the map is making sounds, in addition to things like the waterfall, river, and ocean. Combined with the music, I think it achieves a nice effect.
Unfortunately for my enemies, they don't have any type of combat walk. I need to slow down their strafing, which won't be hard, but at this point they're not getting any new animations
I think that slower strafing would get rid of the moonwalking feeling.
@eek -
I'll experiment with slowing down the walking animation, see what you guys think. Perhaps it is a bit stiff, but I suppose that I would too if I were wearing a bunch of smelly armor
There are actually a couple animations that I think could be improved. The attack animations seem a bit stiff to me as well. But, at this point, they aren't going to get changed. I just need to use what I have to its maximum advantage.
Are you saying the defensive walking looks good, or looks stiff as well?
Glad you liked the video!
Come see the WIP!