  | | | XSI usage for Games/Realtime related things | XSI usage for Games/Realtime related things 2005-05-20 - By André Adam
Back Currently we do the platforming outside of XSI, though we intend to carry part of the process into the realtime shader like you already thought. It certainly makes a lot of sense.
Cheers!
-Andr�
Daniel Collin wrote:
> Hi Andr�, > > Thanks for the info, going to look at the dotXSI format for sure then. > Was just wonder when you apply your RealTime shaders do you have > diffrent settings within the shaders for PS2 and PC? Or do you apply > Shaders depending on if you want specific features just for say PS2 > and not to be included in PC. > > Daniel > >> We use XSI as our 3d frontend for game development. Regarding >> customisation, we use an inhouse Realtime Shader representing our >> engine's feature set. This enables us to kind of work within our game >> engine right inside of XSI, which is very convenient. Export-wise we >> simply use the built-in dotXSI exporter. From there on we run a >> couple of specialised tools to convert the dotXSI files to our native >> engine format and create platform-specific data (eg splits for PC and >> PS2). >> >> Cheers! >> >> -Andr� >> >> Daniel Collin wrote: >> >>> Hi, >>> >>> Not long ago i bought XSI 4.2 Foundation in order to try it out as >>> using it for realtime things as its just >>> seems a great price for a great tool. >>> >>> What im doing now is a bit of research as im a bit unexperience with >>> XSI and the workflow. >>> So what i want to do is how artists prefer to work with XSI (as im a >>> programmer myself) >>> >>> Is it best to write a bunch of Shaders (for mental ray and/or >>> realtime) or just go with the >>> standard tools included with XSI, etc? It would be nice if some >>> gamedevers (both coders and >>> artists) had a take on this. >>> >>> Thanks. >>> >>> Daniel >>
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