New Irrlicht Related Site -- Blender Game Files.

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dhenton9000
Posts: 395
Joined: Fri Apr 08, 2005 8:46 pm

New Irrlicht Related Site -- Blender Game Files.

Post by dhenton9000 »

I've taken advantage of the Stonefish web hosting offer and started a new site for my Irrlicht related files.

http://s-fonline.com/webhosting/dhenton9000/

Currently, I have my Newton/Irrlicht FPS demo, and two .X files complete with animations, that are Irrlicht compatible. Textures and original blender files are available for download as well.

I hope to add more .X animations in the future. I also take requests, so if you have a figure you'd like, PM me here and I'll see what I can do.

Also planning blender tutorials and UV mapping for blender.

TIA.
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

great!

There..yet another one more proof (you) Blender is a fantastic free tool for character animations in Irrlicht...and for a bunch of other engines, indeed, thanks partially for x support in both sides...but also thanks to the fact that Blender has improved such a lot in character animation and ease of use lately...just we'r all waiting to 2.40...To me is the free tool to use for character animation.
Finally making games again!
http://www.konekogames.com
Guest

Post by Guest »

That's an useful site, and it's going to be even better with the tutorials!
In my opinion the models are too much low-poly.
dhenton9000
Posts: 395
Joined: Fri Apr 08, 2005 8:46 pm

Post by dhenton9000 »

Anonymous wrote:That's an useful site, and it's going to be even better with the tutorials!
In my opinion the models are too much low-poly.
I've been shooting for about 2000-3000 triangles. That was about the level on the characters I studied from Jedi Outcast. Can todays games handle more than that for an average character?
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

seen em now...

Enough to get the concept(and quite nice) and try the engine... :) and..remember that it'll help in performance in first projects...


hi poly is also such a much more load of work...
Finally making games again!
http://www.konekogames.com
Tiger

Post by Tiger »

Congratulations, i hope you do more tutorials and demos, like joints-newton , etc
Guest

Inkulator: can't focus loaded object, please help

Post by Guest »

Hello dhenton-san, i tried your inkulator 1.5. It is very very good software. But with many
objects i only get black screen and can't adjust camera. What i do wrong? Searched net and found
http://www.elysiun.com/forum/viewtopic. ... c74a906367
but i do not understand. I have to export camera with obj? I never did before. How does this work? Maybe there is something like "frame selected", which i did not find?

Thank you for great software.
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

"Can todays games handle more than that for an average character?"

Yup.


But surely for an indy game, the non uber pro optimization code that several AAA games do use, etc, etc, is more than an ok count to stay even at 2k something.

Doom3 I think had 5,000 tris (normal maps made it appear much higher)
ut2k3, I think like 3500 maximum. Surely ut2k4 a bit more.
Dunno today's games.


Of course, it all depends.
We speak about usual amounts of gfx in a game, but depends on the game.

Is not the same a more massive mp game like ut2k3 than a more closed one like doom...

Playstation2 I think used to carry ok 65k tris...for whole scenery, but it all depends on what else u load, how much cpu is eaten byt other stuff...AI, particles, shadows, etc. Depends on target cards, etc.

If is a car racing game with only a bit more than some cars at once, a skybox, and some bilboards, heck, you may even go for 8k tris cars...

It depends on the engine, also. It seems that irrlicht, used with knowledge, can use quite some polies.

really nice someone made such good use of x export :)

lol, I explained in the past how to export x from Max, but is much cooler ppl using now (several users doing so , I see) Blender for this...
Finally making games again!
http://www.konekogames.com
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