Yes :) its working well now, but i suppose the packed versions are better? how can i create them? do i need to hand input all that data into the def file?
Im posting the result below, i tried to replace the original, but its spriteheet is very different, and it only shows in a single frame. What else am i missing?
im wondering, the frames seem too low overall, i think there was sometime a drive to redo it all with more frames rendered? i guess rendering something with more quality would stick too much now...
Is there a way to make all included animations to be rendered into sprites in one go? minotaur seems to require rendering per each different animation (attack, idle...)?
Looking at the others minotaur seem to be the only one with separated animations intead of a "long strip"
Im writing some kind of a hands on experience with the assets here, so bear with me, it migth be useful for someone else besides me:
Is it enough to render just one piece? i saw there are full sets rendered.
I cant find art_src images you mention on github or the game folder; i tried downloading the base models here at OGA, everything goes well until the moment i run the phyton script:
"importerror no module named blender"
I guess this due to being run on modern blender with newer versions? <-- Confirmed, error due to old version. Can it be made to work somehow? Edit -> pasting the script found in the newer version properly renders everything
Trying to test with minotaur, i run scrip, it makes all sprites but just for current animation, the result is always called Deathxxxx (X is some numbers) Are the rest of weapons and armor not included in this folder?
Thanks, thats is some nice explanation, once i get some free time ill try to tackle one easy creature.
Also, how does hero equipment graphics work? that seems like it would be the easiest to do, just a few new shields and armors could give far more visual variety. Is the process like the explained before or more simple?.
As for my model, i still have to finish it, but i see it like a intelligent swamp/river dwelling creature, could even have their own little muddy village to visit; and would be pretty tanky opposed to goblins. Just speculations for now...
Dorkster, can i ask you to create a step by step tutorial into the conversion of new assest? specially about creatures, i would like to help, but cant seem how to even start on that task.
Maybe outdated, but the core idea is pretty re-doable in blender. Its a lazy solution for texturing any scify metallic construct. i think you can make good use of it.
im not too sure on overall license:
https://creativecommons.org/licenses/by/4.0/ (because its newer)
only on scketfab; regarding all other models they seem to have been automatically updated to wathever 3.0
is cc-by-sa an acceptable license for Flare?, i found a few nice models and the most restrictive is CC-by-sa. Whats you posture about that?
Yes :) its working well now, but i suppose the packed versions are better? how can i create them? do i need to hand input all that data into the def file?
So, i managed to "Montage" a modified buckler, using this instrucion i found at the heroes folder:
montage -background "transparent" -geometry 128x128 -tile 32x8 *.png sprites.png
Im posting the result below, i tried to replace the original, but its spriteheet is very different, and it only shows in a single frame. What else am i missing?
im wondering, the frames seem too low overall, i think there was sometime a drive to redo it all with more frames rendered? i guess rendering something with more quality would stick too much now...
Is there a way to make all included animations to be rendered into sprites in one go? minotaur seems to require rendering per each different animation (attack, idle...)?
Looking at the others minotaur seem to be the only one with separated animations intead of a "long strip"
Im writing some kind of a hands on experience with the assets here, so bear with me, it migth be useful for someone else besides me:
Is it enough to render just one piece? i saw there are full sets rendered.
I cant find art_src images you mention on github or the game folder; i tried downloading the base models here at OGA, everything goes well until the moment i run the phyton script:
"importerror no module named blender"
I guess this due to being run on modern blender with newer versions? <-- Confirmed, error due to old version. Can it be made to work somehow? Edit -> pasting the script found in the newer version properly renders everything
Found art_src ---> https://github.com/flareteam/flare-game/tree/master/art_src
Trying to test with minotaur, i run scrip, it makes all sprites but just for current animation, the result is always called Deathxxxx (X is some numbers) Are the rest of weapons and armor not included in this folder?
Thanks, thats is some nice explanation, once i get some free time ill try to tackle one easy creature.
Also, how does hero equipment graphics work? that seems like it would be the easiest to do, just a few new shields and armors could give far more visual variety. Is the process like the explained before or more simple?.
As for my model, i still have to finish it, but i see it like a intelligent swamp/river dwelling creature, could even have their own little muddy village to visit; and would be pretty tanky opposed to goblins. Just speculations for now...
Dorkster, can i ask you to create a step by step tutorial into the conversion of new assest? specially about creatures, i would like to help, but cant seem how to even start on that task.
hi Mcmic, are you guys using?:
https://opengameart.org/content/shipyard
there is some great stuff in there. Also i came upon something awesome years ago:
https://www.blendswap.com/blends/view/64174
Maybe outdated, but the core idea is pretty re-doable in blender. Its a lazy solution for texturing any scify metallic construct. i think you can make good use of it.
Also maybe useful:
https://www.blendswap.com/blends/search?keywords=space&is_fan_art=1&blen...
https://www.blendswap.com/blends/view/73994
https://www.blendswap.com/blends/view/47850
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