Much less janky version. Seems like Richie, the animal it replaces, has a run that loops at a set place that might be hardcoded, but it's definitely usable at this point after some minor animation edits to push it up in the air a bit.
May 12, 2025 at 10:51 PM
Much less janky version. Seems like Richie, the animal it replaces, has a run that loops at a set place that might be hardcoded, but it's definitely usable at this point after some minor animation edits to push it up in the air a bit.
I've revived the Billy Hatcher ice whale from the dead, complete with what I assume to be its proto egg pattern from the unused demo egg patterns. The animations need a tune up, but it works!
May 12, 2025 at 8:19 AM
I've revived the Billy Hatcher ice whale from the dead, complete with what I assume to be its proto egg pattern from the unused demo egg patterns. The animations need a tune up, but it works!
Added rendering for eggs today and along with that put a transparent preview of what's in the egg above them. I figure this should help with clarity, especially with some eggs, like the Sonic eggs, having the same texture.
April 23, 2025 at 8:57 PM
Added rendering for eggs today and along with that put a transparent preview of what's in the egg above them. I figure this should help with clarity, especially with some eggs, like the Sonic eggs, having the same texture.
Probably known, but for whatever reason on Pirates Island, the collision under these two towers is for quicksand and you'll get a quicksand instadeath touching the steel structure there. I noticed this while implementing the collision viewing for OverEasy.
April 14, 2025 at 8:54 AM
Probably known, but for whatever reason on Pirates Island, the collision under these two towers is for quicksand and you'll get a quicksand instadeath touching the steel structure there. I noticed this while implementing the collision viewing for OverEasy.
Fun little factoid I found looking at the original Monster Hunter's models; Rathian at least seems to have a mesh specifically for a head cut, something afaik you can't do or see. The other cut segment you see inside is his detachable tail end at the origin.
March 12, 2025 at 10:10 PM
Fun little factoid I found looking at the original Monster Hunter's models; Rathian at least seems to have a mesh specifically for a head cut, something afaik you can't do or see. The other cut segment you see inside is his detachable tail end at the origin.
Apparently my tool works for a lot of Path of Exile 1 stuff as well. It's not everything, there's some things they handle a bit different, but the archives unpack and there's a lot of models that use the same format. Animations seem to be the same as well. Might add more proper support one day.
December 18, 2024 at 8:59 PM
Apparently my tool works for a lot of Path of Exile 1 stuff as well. It's not everything, there's some things they handle a bit different, but the archives unpack and there's a lot of models that use the same format. Animations seem to be the same as well. Might add more proper support one day.
Got skeletons and animations working for Path of Exile 2 stuff. Pretty much where I want it before I make it public, just wanna make a slightly more convenient interface for it and then I'll publish a GUI for it. Code is in the repo as is for now: github.com/Shadowth117/...
December 15, 2024 at 6:45 PM
Got skeletons and animations working for Path of Exile 2 stuff. Pretty much where I want it before I make it public, just wanna make a slightly more convenient interface for it and then I'll publish a GUI for it. Code is in the repo as is for now: github.com/Shadowth117/...