10-05-2010, 01:40 AM (This post was last modified: 10-05-2010, 01:43 AM by Minkovsky.)
Did you watch the "Life of Brian" by Monty Python? Because I think you easter egged a reference to this film.
Also, I can't get it to open. I'm using Blender 2.5.4b, what version did you use? 2.4?
(08-10-2012, 02:37 AM)Mr. Bougo Wrote: Cloud is the new Web 2.0. It makes no damn sense to me.
10-05-2010, 07:55 AM (This post was last modified: 10-05-2010, 09:15 AM by unfa.)
(10-05-2010, 01:40 AM)Minkovsky Wrote: Did you watch the "Life of Brian" by Monty Python? Because I think you easter egged a reference to this film.
Also, I can't get it to open. I'm using Blender 2.5.4b, what version did you use? 2.4?
Yes, I did I love that movie And I noticed that some unwrapped parst of my mesh have this 8= shape... anyway. What is so funny in the name "Biggus Dickus"?
Minkovsky, about your lamps, are those plants? Or those things are power cords?
There were some big set of panels with buttons to model, I got an idea for that, anyone's interested?
I've started a simple warning light model, but how is this supposed to move? Should I just leave it two seperate meshes? One is static and another will be rotationg? I don't know how it works in NetRadiant I only know how it works in Blender Game Engine...
Also: does DP support transparent diffuse textures? So I can make the outer shell transparent, and the rotationg lamp with mirror inside visible through it... or you can't attach light to this rotationg inner lamp and you just want untransparent outer shell?
EDIT:
If those are two separate objects, can they share one texture set? I mean, I've got them unwapped on one sqaure plane and using one texture set would be much easier.
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain
Alright now this one has normals (with bumps @ alpha channel in PNG), emission (glow) map @ diffuse map. All 1024x1024.
I think that bump map (@ alpha) shoudn't be used as this is too small object and paralax or relief may lead to some weird artifacts here. Dunno, maybe not...
What do mappers think?
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain
Nice. BTW, will you export these to q3map2 model files (obj is one of them, and blender supports obj)?
And the alien lamps are supposed to be plants (maybe even moving a little).
Also... unfa, ty z Polski?
(08-10-2012, 02:37 AM)Mr. Bougo Wrote: Cloud is the new Web 2.0. It makes no damn sense to me.
Well, I can export this to .obj, but I can't check if it was exported correctly. I mean I don't have NetRadiant, I don't know how to use it so I think that mapper would do it better if he knows what is he doing
I can export it but It might be totally wrong and I will not know.
Btw, I'am working on some warning signs, take a look:
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain
(10-05-2010, 03:25 PM)unfa Wrote: Minkovsky: tak, jestem z Polski Skąd wiedziałeś?
Well, I can export this to .obj, but I can't check if it was exported correctly. I mean I don't have NetRadiant, I don't know how to use it so I think that mapper would do it better if he knows what is he doing
I can export it but It might be totally wrong and I will not know.
Btw, I'am working on some warning signs, take a look:
To add a model into the empty map, you right click the 2D view, go to misc -> select misc_model and find your model. It should now show up with textures if it's exported correctly, if not, watch for errors in the console (hit O)
To add a model into the empty map, you right click the 2D view, go to misc -> select misc_model and find your model. It should now show up with textures if it's exported correctly, if not, watch for errors in the console (hit O)
Got it compiled and working through GIT.
I'am gonna revise Blender-->NetRadiant tutorial once again, maybe I'll make it...
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain
+1 on this idea! I especially believe more wall panels are needed, and tech-like arcs, bridges, windows and such. It's what I remember made high quality mapping easier in UT2004.
I also think it would be good to have some high quality outdoor models (trees, rocks, cliffs, etc). There's a pack of them available, used by the Arahia map and made by morphed iirc. They're very good but weren't included in GIT however, though I could probably post them on a branch soon.
There's nothing better than getting off you butt and contributing to a community. There is no excuse when it comes to computers. Spend a little of you playing time, giving back
(01-13-2011, 12:41 PM)sputnik Wrote: I don't know if someone already brought it up but there are some models at http://blender-archi.tuxfamily.org/Greenhouse which are quite interesting:
<IMG>
Models at that page are licensed under the CC-BY. We need GPL v2 all the way. I think.
oo shiz nice ty. I'll use i hope we can make it gpl v2 somehow
There's nothing better than getting off you butt and contributing to a community. There is no excuse when it comes to computers. Spend a little of you playing time, giving back