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Re: Highpoly, lowpoly weapons from Sintel
Thursday, November 18, 2010 - 12:51

Will have to check, they were side-props though,

Re: (15 min ) Medieval Acid/weird strings
Thursday, November 18, 2010 - 04:48

Excellent! I wish more games had such music - refreshing is the key word :)

Re: Favorite 3d map editing software?
Wednesday, November 17, 2010 - 10:51

Pompei2: what about Blender's sculpting tools for heightmap editing? You can easily limit the deformation to the z axis so you're only editing the height. In addition you can add noise and and displacement via modifiers. When "exporting", you assign the model a blend procedural texture (gradient) and set it so it goes black-> white from bottom->top and save the render with the camera looking straight down on the model.

Re: Weekly Challenge: Fifteen Minutes (due Nov 15, 2010)
Wednesday, November 17, 2010 - 09:14

When are the winners announced? I'd like to upload a better preview picture but it'd be unfair to do so when people are still voting.

Re: Treasure chests, 32x32 and 16x16
Tuesday, November 16, 2010 - 06:49

Looks cool :)

Re: amb_bird_1
Tuesday, November 16, 2010 - 03:44

I have around 50 more to upload, but was getting late so I went to sleep :)

Re: Weekly Challenge: Seasons Change (Due Nov 22nd)
Tuesday, November 16, 2010 - 03:42

Hmmm, interesting theme. Are spruce trees allowed? :)

Re: Unified Blender Game Rig
Monday, November 15, 2010 - 11:57

Can't say how flexible or unflexible the rigify system will be. In one video he showed how it's possible to create a biped with 2 sets of arms. Not sure about the legs, especially those alien knees that bend forward. I'm keeping my hopes high for it though.

So the real goal is to provide a flexible and robust rig and also animations? In that case it does make much more sense to have an actual rig compared to the rigify approach.

Re: Favorite 3d map editing software?
Monday, November 15, 2010 - 11:53

np :)

Edit: http://www.cgmasters.net/splatting-tutorial.html

Re: Favorite 3d map editing software?
Monday, November 15, 2010 - 11:49

pfunked in solid shading mode enable Textured Solid. In 2.49 it's shift+t in the 3d window, in 2.5 press N in the 3d window and in the side panels find the Display panel and enable the option. This will hide the back faces in solid shading view.

As I remember there was this Blender to Radiant script being developed in the old Nexuiz forums (now renamed to Xonotic), might be worth exploring.

http://www.katsbits.com/ is a website by someone who uses Blender with quake-based engines and radiant editor. He has all sorts of tutorials, including making quake 4 maps and similar.

http://blenderartists.org/forum/showthread.php?t=201179 here's a FPS template for 2.54 game engine to look around your levels. I tested it with 2.55 as well and it seems to work fine.

 

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