Search found 52 matches

by dwmitch
Sat Sep 29, 2007 9:40 pm
Forum: Off-topic
Topic: Anyone ever hear of Spirit Force for the NES?
Replies: 2
Views: 769

Anyone ever hear of Spirit Force for the NES?

I was talking to my girlfriend the other night and jokingly said that to relieve stress she should get a PS2, Mortal Kombat, and GTA games (turns out she already has a PS2 with two GTA games, so this could work pretty well). Anyway, she started talking about how she loved playing Spirit Force for th...
by dwmitch
Sat Jun 23, 2007 8:56 pm
Forum: Off-topic
Topic: Rig Specs
Replies: 28
Views: 2573

Commodore 64 with 64k ram. Not sure it even has a processor. Seriously, mine's a Dell with dual 800mhz processors, which should theoretically give me the equivilant of 1.6 gigs but apparantly only one registers. Don't remember offhand how much ram it has, and it's six miles away from my internet PC,...
by dwmitch
Fri Jun 22, 2007 8:31 pm
Forum: Off-topic
Topic: Who is everybody?
Replies: 358
Views: 501330

Name: Joseph Kemp Age: 15 Languages: HTML/XHTML, CSS, JavaScript, SQL, PHP, GML, BASIC, C++ Location: England, UK Website: www.hotyg.com Been programming since I was 10 on the Commodore 64 in BASIC, then moved on to HTML and other browser languages such as PHP when I was about 12, started learning ...
by dwmitch
Fri Jun 08, 2007 8:31 pm
Forum: Everything 2d/3d Graphics
Topic: Texturing complex levels in blender
Replies: 15
Views: 3622

If you're still working on this, project from view is the same as from window. The only difference is that you'll have to manually scale the UV coords if you want to tile them.
by dwmitch
Fri Jun 08, 2007 8:29 pm
Forum: Everything 2d/3d Graphics
Topic: status of blender 2.44 lightmapping
Replies: 11
Views: 2885

In the time since I last posted in this thread I have discovered that there is a new Blender release with an updated Python API. It is now possible to access UVLayers from within the code. For example (rough outline, as I don't have access to the error notices to correct me): import bpy sce = bpy.da...
by dwmitch
Fri Jun 08, 2007 8:17 pm
Forum: Everything 2d/3d Graphics
Topic: Cartoon Fantasy Theme Pack available from Arteria
Replies: 21
Views: 4665

@dmwitch, what about all those artists hanging around blender and other forums that put out thousands of free models per day just for fun, and want to make games but only have 100s of models but no programmers!... I think we need them too :wink: True, but there's also nothing wrong with making mone...
by dwmitch
Tue Jun 05, 2007 2:09 am
Forum: Everything 2d/3d Graphics
Topic: Cartoon Fantasy Theme Pack available from Arteria
Replies: 21
Views: 4665

With the exception of one or two posters in this thread it seems that the quasi-communist aspect of the open source movement (if you make it on/with a computer and charge for it you will be flayed and coated in salt right before you die) is dieing down, which is refreshing. Not every ad is spam, as ...
by dwmitch
Tue May 29, 2007 8:15 pm
Forum: Everything 2d/3d Graphics
Topic: Lightmaps vs. baked diffuse maps.
Replies: 3
Views: 1576

Lightmaps vs. baked diffuse maps.

I've been pondering this for months now, and I still haven't found any advantages to using lightmaps over just baking the lighting into the same texture as the color map. In fact, it seems to me that lightmapping would be a little more expensive, given that it takes two passes. Is there just somethi...
by dwmitch
Tue May 29, 2007 7:53 pm
Forum: Everything 2d/3d Graphics
Topic: status of blender 2.44 lightmapping
Replies: 11
Views: 2885

The B3D exporter doesn't do multiple coordinates as far as I know. I've been searching the modules in Blender and as far as I can tell I don't think you can even access more than one UV layer with the current Python API.

I'm hoping I'm wrong, and if I am I'd like to see how to do it.
by dwmitch
Mon May 28, 2007 11:39 pm
Forum: Everything 2d/3d Graphics
Topic: best format for models + blender [need an advice]
Replies: 41
Views: 9993

Actually, I'm going to have to second vermeer's vote of b3d, now that I've figured out how to use it. I messed around with it yesterday (after having given up on it because it seemed like it wasn't exporting animations), finally got it to work, and it's the only animated format I've been able to get...
by dwmitch
Sun May 27, 2007 1:52 am
Forum: Everything 2d/3d Graphics
Topic: best format for models + blender [need an advice]
Replies: 41
Views: 9993

Never thought of the bones. Of course, I plan on using vertex keys, so it probably never would have come up. I've been messing around with the DX exporter from the FAQ forum, and I finally got it to export the animation. The problem is Irrlicht won't recognize the joints. The test file was a very ch...
by dwmitch
Fri May 25, 2007 10:30 pm
Forum: Everything 2d/3d Graphics
Topic: best format for models + blender [need an advice]
Replies: 41
Views: 9993

I haven't found a single Blender export script that will do animations and work in Irrlicht. Actually, lots of people have used with success x format here. And there are several others which work. As I allways say, tho, I'd bet for b3d and md5. Indeed, I have used also succesfully x and md5 animati...
by dwmitch
Fri May 25, 2007 10:16 pm
Forum: Everything 2d/3d Graphics
Topic: best format for models + blender [need an advice]
Replies: 41
Views: 9993

Yes, that would be great, but experience is needed and i dont feel myself to be able to finish such a big job. In the other hand inventing bicycle isnt a sollution either. It's not really that big of a job. I have little to no practical knowledge of Python and I constantly have to use the print(str...
by dwmitch
Fri May 25, 2007 12:30 am
Forum: Everything 2d/3d Graphics
Topic: best format for models + blender [need an advice]
Replies: 41
Views: 9993

You might be better off learning a bit about python scripting, making your own format, and implementing a loader for said format. I haven't found a single Blender export script that will do animations and work in Irrlicht. I've tried all of the X exporters, then when I take a look at the file in wor...
by dwmitch
Tue May 15, 2007 9:35 pm
Forum: Everything 2d/3d Graphics
Topic: Low poly human body [download available]
Replies: 26
Views: 10498

I LOVE YOU. I've been needing one of these. take look at program called MakeHuman, it creates detailed human and in blender you can lower polygons count if you want I've been looking at this and I like the looks of it. The problem I have is that lowering the tricount in Blender using the decimator ...