version 0.6

Discuss about anything related to the Irrlicht Engine, or read announcements about any significant features or usage changes.
deps
Posts: 115
Joined: Sat Jan 10, 2004 5:22 pm
Location: Tranås, Sweden

Post by deps »

vermeer, i think the dwarf looks cool. :)
I cannot do anything like that, yet. ;)
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

Thanks!

Was made as a kind of joke for some friends.. :)
powerpop
Posts: 171
Joined: Thu Jan 08, 2004 1:39 am
Location: san francisco

Post by powerpop »

the other thing that might be nice in a future release is some way to make a scenenode object without making it part of the scenegraph immediately - for instance, right now if i wanted to load two game levels in memory but only display one i would have to place them both under top level scenenodes and position the second one very far away so it wont display - then when i go to level two i would remove the top level scenenode for level one and move the position of the second one back into view - it would be nice to have detachable scenegraphs so i can hold one top level in memory and later attach it to the root scenegraph
vermeer
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Post by vermeer »

heh, I hope I find again time and energy to do artwork again...maybe in some months...

the martial fighter would have been a good model to rig and animate for niko...but...

the orc is hi res, not for games, but hi res porfolio.And a very, very WIP yet... :)

the fps sarge like dude was wrecked in its bones, so can't export as x file...a REAL pitty, would make much better model than the dwarf...Indeed, this fps guy is entirely animated..snifff...But I mirrored the bones, and now all boned and weighted export get wrecked...anyway, if anyone wanna try and fix it by code, I can pass the exported file by email... Anyway, is an open source model I made. heck like the martial artist guy (also available for who wants it) ..it's here... freewebs.com/sysiphus But I had to tell is a quick hack, not very ended model, and u still need to pack the uv chunks, though th emodel is already uv mapped. Just need to organize the uv chunks.

dunno if these links I uploaded today would work, though...


http://picserver.org/view_image.php/7XH ... erver.jpeg
http://picserver.org/view_image.php/P4T ... erver.jpeg
http://picserver.org/view_image.php/QZ5 ... erver.jpeg
http://picserver.org/view_image.php/3JH ... erver.jpeg
http://picserver.org/view_image.php/THQ ... erver.jpeg
http://picserver.org/view_image.php/5C0 ... erver.jpeg
http://picserver.org/view_image.php/1I1 ... erver.jpeg
http://picserver.org/view_image.php/2C0 ... erver.jpeg
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

oh, the shirt lays so flat as it'd be animated later on with several bones... quite a task.

If I were u I'd remove it... ;)

Is just am a freak of cool effects.. ;)
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
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Post by vermeer »

oops, hijaking the thread, I need to stop doing this...

btw, many congratulations, Niko, again. :)
niko
Site Admin
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Post by niko »

Hehe, thanks :)
And thanks very much for that model. I don't know what the others talk about, but I like it :)
vermeer
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Post by vermeer »

yep, I strangely like it. But not for the technical quality but because I was of funny humor when I made it ;)

thanks. :)
deps
Posts: 115
Joined: Sat Jan 10, 2004 5:22 pm
Location: Tranås, Sweden

Post by deps »

Another short thread hijack:
vermeer should start writing tutorials on how to create cool models complete with skins and animation! :wink:
Xception
Posts: 22
Joined: Tue Feb 24, 2004 10:05 am

Post by Xception »

What is the development page good for?
vermeer
Posts: 2017
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Post by vermeer »

hehe, yep, deps....But is less fun than doing actual models for users or the engine itself...not much time now, but perhaps in some months...

anyway, modelling, uvmapping, animation and texturing would be looooooong tutorials ;)

[somehow that'd be much easier than me learning c++ ;D ]

I'd love to do them , mostly cause I'd do them about free 2d/3d tools, which are harder, but there's the interesting point.


"What is the development page good for?"

Sorry?
Finally making games again!
http://www.konekogames.com
Xception
Posts: 22
Joined: Tue Feb 24, 2004 10:05 am

Post by Xception »

"What is the development page good for?"

Sorry?
Quote from the Development page:
This is the TODO-list. A list of items which have to be done before the next release of the Engine. When all items in this section reach 100%, the release will be done.
I visit the page daily, it almost never changes and suddenly a new version is released and the items didn't reach 100%.
Tyn
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Joined: Thu Nov 20, 2003 7:53 pm
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Post by Tyn »

Yeah, I noticed that as well, personally tho I would prefer Niko spend time on bringing out new features/crushing bugs than updating the development page daily.
Guest

Post by Guest »

The .X loader in 0.6 is less buggy then 0.5. And some people did have problems with it.
So i didn't mind a quick release with an improved .X loader. :)
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