in the case of .papa and modeling and animation, but also in unit configing, I have a request that would be amazingly brosef of Uber to fulfil. next time they go to do a model or unit config or other useful regular task, record the screen, possibly discuss through it. I know the volunteer unpaid Totem Arts dev "Ken" records so far 18 clips as he works on an unreal engine map. He admits to being new to unreal mapping so he learns in front of the audience. in this case, it would clarify the actual mechanical order of steps which the devs themself reliably achieve the same results.
This would be a bit of a waste of time, there would be lots of important contextual information missing and all told it would really be an inefficient use of time. It would be far better to get someone to fully explain the methodology used for designing the melded and how they go about rigging and animating them and finally how they use papatran. Mike
Yea, unfortunately the tools and pipeline they use isn't the same one we will be able to use in many cases.
Maybe, maybe not, I mean we do already have one part of the pipeline with papatran, we might not know how to work it or about Uber's specific methodology but The Idea that PA was very open to Modding from the get go should have made sure Uber stayed away from using expensive or restrictive 3rd party formats and what not like we saw with SupCom2 and Demigod. Mike
also, their explanation, as well as their usual methodology of using notepad++ and other public available tools, leads to believe they use the same noncommercialish tools here. besides, their explanation of "why not raw files" is proven bugs caused by first time render. If a texture isn't compressed and formatted to the games input, then the first time a weapon is fired in a match it will render no fire or explosion, and afterwards will. so I get the "why .papa?", their hands are tied.