Pretty straight forward, you can use any datatype you want as long as it is from the managed extensions for C++. You can even pass full objects if you want as long as they are done with the managed extensions.
These should get you started and probably do all you need...
The issue with centers has to do with the fact that local transforms are not exported, when you set the transforms back to their base values you got rid of any local transformations.
Two things to try, select all objects and hit the center button on the upper right, then set the transforms to all 1 for scale, and all zero for translation and rotation. Also make sure you have applied UV coordinates to all objects.
I think there is entirely too much focus on innovation as being the only form of creativity, it's a very jaded view. HL2 for me had little no innovation as far as gameplay, essentially it felt like I was playing Half Life with a physics gun, the creativity did not really come from gameplay, it...
Tobal, Final Fantasy tatics, Final Fantasy 11, Kingdom Hearts.
Pirates, Sim Golf, Gettysburg
Fair enough, though technically the only project from Lionhead is The Movies, and the Black and White games. If we just talk Molynuex, then fable can be included. Other Molynuex games include...
You know this is all your fault, you didn't buy enough copies on steam and now look what happened, Valve partnered with the largest publisher in the world.
Honestly guys I feel like breaking out the worlds smallest violin, I will readily admit there is some crap that EA publishes (sadly crap...
it doesn't have to be the same X/Y dimension, both numbers just have to be powers of 2.
2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, or 2048
any combination of those are acceptable dimensions though I'd try to keep it under 1024 though you may want overlays in the 2048 or possibly even higher...
yeah exporting .smd's from XSI does not take into account the object level transform so you have to set the centers back to zero, The quick way to do it is to select all objects and use polygon mesh>merge with a zero for the setting, delete the separate objects and it should work just fine.
The right approach is the one that gets results you're happy with. When I have issues modeling something using polygons for whatever reason I will sometime switch to NURBS and use them to create polygons. As far as clothing a character, I'd probably just design the mesh with the top layer of...
You can make objects when you are initially modeling them any size you want really as it's just a question of scaling them down to the proper size. For a reference you might check out the sample XSI content that comes with the SDK, I'm pretty sure all the weapons are stored in there.
NURBS is kind of a generic term, what you have as 2D I'm assuming is a NURBS curve, what you want is a NURBS surface, how you build a NURBS surface is up to you, but generally I find the best technique is to draw contours of the cloths and then create patches from those contours. I'm not at my...
you would probably have to do a bit more work to throw ammo, for NPC's you can probably get away with just creating a "grenade" clip, so instead of grenades NPC's throw clips of ammo at you (friendlies only I assume). If you want them to throw you should probably check out how an NPC handles...