possible next tut:blender for level editing

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afecelis
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possible next tut:blender for level editing

Post by afecelis »

Hey guys!
After finishing the tutorial of creating terrain and becoming a little more familiar with blender I decided to write a tutorial that focuses on blender as a content creation tool for Irrlicht, specially as a level editor.
The only thing that blender still lacks of is lightmapping capabilities, but I tried to build some simple stuff, UV map it, and using the same exporter as in the terrain tutorial, exported to X and loaded the level into irrlicht. I set up a basic example using dynamic lights and per pixel lighting and the results are good. I'm happy with the results I'm geting from blender. So far it's still a project, so any suggestions and ideas of what you'd like to see in it are welcome! Meanwhile, I'll keep on experimenting with blender. :D
http://afecelis.gdlib.net/Irrlicht/blenderlev00.jpg
http://afecelis.gdlib.net/Irrlicht/blenderlev01.jpg
finger007

Post by finger007 »

hi afecelis!

nice to hear that since i answered some of this already a few times.
i thought of recording a little session but never got xvidcap to work...and i'm way too lazy to put screenies together ;)

most problems seem to come from the quite different texturing/uv-ing in blender and the export afterwards. so, as an idea, please give that a little extra attention as how to set up materials and uv's.
exporter settings might be a good in-depth topic too. (using ben's i suppose?) though there's actually not so much to do there, things seem to go terribly wrong sometimes...

modelling seems to be less of an issue since people using blender already decided for it and hence most likely found the very good tuts on that.
animation seems less important as well. most questions i heard were about static geometry.

just my 2 cents...

cheers,
finger007
omaremad
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Location: Cairo,Egypt

Post by omaremad »

Hi

iam anticipating this Tut too but....

before you venture deeper into blendering with levels here is my advice:
- i see in the uv map window all the textrues are in one file this is ok util hw limits come in
(max texture size per one texure
mipmap generation and its power of 2 problems
and also diffrent sized textures may generate wasted space since they dont tesslate properly filling the texture Image)
-blender does not uv brushes / boxes very well automatically did u hand uv?

- i recommend a .3ds export from blender adn the textureing is done on deled (dont combine the brushes)
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