I have the utmost respect for each of these developers. I must say I think they’re mostly incorrect in their assessments of why the Dreamcast failed. The Dreamcast’s ultimate failure had so little to do with the way Sega handled the Dreamcast. Sega and their third party affiliates such as Namco and Capcom put out so many games of such stellar quality, that the Dreamcast won over a generation of gamers who had previously been diehard Nintendo or Sony fans. They even won me over, who had been a diehard Sega fan since the SMS days, but was so disillusioned by the Saturn’s handling that I had initially decided to sit the Dreamcast out. At that time, the Dreamcast launch was widely considered to be the strongest console launch in US history. In my opinion, the three issues leading to the fall of the Dreamcast were (in inverse order):1)piracy, 2)Sega’s great deficit of finances and cachet following the Saturn debacle, and 3)Sony’s masterful marketing of the PlayStation 2. Piracy’s effect on Dreamcast sales is a hotly debated topic, but I’ll say that the turn of the millennium, most college and post-college guys I knew pirated every bit of music or software they could. Regarding the Saturn debacle, the infighting between SOA and SOJ is well known, as are the number of hubristic decisions Mr. Nakayama made which left Sega in huge financial deficit. They were also directly responsible for erasing a lot of the respect and good will Sega had chiseled out worldwide during the Mega Drive/Genesis era. With the Dreamcast, Sega was digging itself out of a hole. They had seemingly done it as well, and would have surely continued along that path, had it not been for the PS2. There is no doubt in my mind that the overwhelming reason the Dreamcast failed was because of the PS2.
Great stuff Fran!
What the hell are you saying? I can't make sense of it.
Spline Dynamics (Hernán Rodenstein) has released SubSpline which is a new 3ds Max script for managing sub-object selections and material IDs for spline curves. It lets users easily expose on screen the vertex numbers and material IDs for all selected shapes, with a simple toggle button.
It gives access to tools for spline subobject selection that complement and extend 3dsMax’s standard tools: shrink/grow selection, offset selection, dot selection, random selection, and more.
What you can do here is “accurately manage and control the material IDs assignment for your spline curves and their segments: quick buttons, predefined patterns, offset IDs, randomize IDs, etc. This is really helpful to control materials in spline modeling, hair plugins or procedural modeling plugins like RailClone (iToo Software).”
- Display spline material IDs & vertex numbers on screen.
- Toggle spline subobjects edition (vertex, segment, spline) directly from script’s UI.
- Convert subobject selection to a different kind by holding CTRL+button (like in Editable Poly)
- Advanced subobject selection tools (editable splines):
– Shrink / Grow selection
– Offset selection along spline
– Random selection
– Dot selection
– Select by angle
– Select by material ID: single ID or range / similar IDs / random ID
- In-depth edition of Material IDs (editable splines):
– Quick ID setting: 24 numbered buttons panel/spinner control
– Apply predefined ID patterns (sequences) to subobject selection or whole splines
– Offset material IDs along spline/s
– Reverse material IDs
– Randomize material IDs (use existing / set range)
- Additional tools:
– Reverse spline/s, preserving material IDs
– Flatten selected shapes or specific vertices
– Select shapes with same material IDs.
- Custom ‘Undo last action’ command.
- Revert to original material IDs.
- No plugin-dependency. Simple drag & drop installation.
You can get more details here.