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betauser
Administrator


Age: 28
Joined: 11 Oct 2006
Posts: 3199

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Hi Community,
So. We got it!
0.84, 0.841 and 0.842 as a finish version.
Thanks to Community for testing! This is very useful.
Now you can download it.
This was is longest release and you can see the longest changelog, respectively
http://www.neoaxisgroup.com/neoaxis/changelog
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As you know we have new fulltime programmer. His name is Vladimir. He is good and a bit maniac too .
He done Maya exporter, morph, pose animation and groups export.
Soon we plan got MacOSX support by his hands.
This is his first NeoAxis release!
Also soon we will find more workers.
Programmers, PR manager, docs writer and 3d modelers for new high-tech demos. ....Grooooowing....
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So, we are moving close to 1.0 and going good i think.
Now, some info about next release.
What we plan:
- Deployment to MacOSX.
- Parallel Split Shadow Maps.
- Automatically generated fonts from TrueType fonts in runtime
- 64-bit support (including 3dsMax/Maya support and 64-bit Internet Explorer support).
- and more bug fixes of course.
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Also in the this month we will move website to dedicated server -> faster downloading and faster forums.
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Invasion continues!
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_________________ Ivan Efimov.
Founder of NeoAxis Group Ltd.
Short NeoAxis news on twitter.
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Maxwolf
Moderator


Age: 25
Joined: 28 Nov 2007
Posts: 1130
Location: Vancouver, British Columbia

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Thank you again for another excellent release Ivan. No worries about the release as this project becomes so large it's hard to keep track of every little detail.
That is where we (da community) can come in handy in future to help test release! Invasion continues!
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_________________ I'm NOT paid or work for NeoAxis. I only help moderate these boards. My opinions are not the opinions of NeoAxis Group LTD.
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angrywasp
Commercial License


Age: 27
Joined: 15 Jun 2007
Posts: 128
Location: Between my chair and my computer

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I'm already updating my projects. awesome work.
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dbest
Commercial License

Joined: 02 Mar 2010
Posts: 53

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Great stuff.
With deployment to MacOS coming soon, this engine is really gonna knock the socks off the competition.
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ehsan gamer
Age: 23
Joined: 13 May 2008
Posts: 270

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Niiiiice . so next release will take 1 month ?
And how about Depth of field ! ?
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ragdoll
Commercial License

Age: 28
Joined: 21 Feb 2008
Posts: 494
Location: Udine

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liiir1985
Commercial License

Joined: 15 Apr 2008
Posts: 209

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| I have no problem with updating the project, only a few things has to be changed(VirtualFileSystem.Init, ScrennControlManager,Map.NearClipDistance)
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Wecoyote
Indie License

Age: 20
Joined: 06 Oct 2008
Posts: 117
Location: Vladivostok, Russia

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Thank's very much to NA team for new release.
Today is my bithday, you made best present.
Tomorrow we start update our project to new engine.
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_________________ Sorry for my english...
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kalwalt
Commercial License


Age: 40
Joined: 28 Oct 2009
Posts: 319

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Today is my bithday, you made best present.
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Happy birtday @Wecoyote!
Thanks for this release !
to Ivan: do you plan to release NA V.1 in this year?
Have seen in the Roadmap about machinima, offline rendering and soft, cloth body .... do you think also in this year?
thanks for the info
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liiir1985
Commercial License

Joined: 15 Apr 2008
Posts: 209

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I'd prefer optimization than new functionality, especially the terrain part, it's killing FPS a lot, and loading time.
I love all the features that come with NA. Thank Ivan again for the great engine.
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SodanKerjuu
Commercial License


Joined: 16 Sep 2008
Posts: 733

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Dave
Indie License


Age: 42
Joined: 11 Nov 2008
Posts: 702

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I thought there was to be skeletal+morph in the new 3dsmax export. What is skeletal+pose??
Can you combine skeletal and morph animations in the same clip or not?
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_________________ ~Dave
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fabio81
Commercial License

Age: 29
Joined: 29 Sep 2009
Posts: 93
Location: Udine

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| Dave wrote:
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I thought there was to be skeletal+morph in the new 3dsmax export. What is skeletal+pose??
Can you combine skeletal and morph animations in the same clip or not?
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Yes, you can!
There is a bit of confusion with names: Ogre calls "pose" the animations that, in 3ds Max, you can model using morpher modifier.
So, if you are interested in exporting skin + bones + morpher animations of 3ds Max, you can configure the NA Exporter to export skelton + pose. They are greatly bent together without any workaround.
Vladimir did a great job.
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fabio81
Commercial License

Age: 29
Joined: 29 Sep 2009
Posts: 93
Location: Udine

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Between 0.84-pre and 0.842 I found a change in the default setting for texture export. The old default was DXT1 for BaseMap and DXT5 for NormalMap, while now I found Jpg in both.
Is there a reason for this change (e.g., connected to some optimization) or is it a mistake? I read that DXT is better than Jpg for in-game texture.
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mrbdrm
Joined: 05 Mar 2010
Posts: 9

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Hi
i have a problem when i use dx render .
system vista 32
driver updated
lap top asus g50v
gfx : 9800m gs
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sorry if this is the wrong place
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Game.rar |
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