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CC-BY-NC
Friday, April 2, 2010 - 17:57

Antifarea,

OGA doesn't normally permit noncommercial (NC) license material on OGA. The CC-BY-NC logo is on this message box .png. If you want it published as CC-BY, can you update that .png file to reflect this license? Thanks!

Let me know
Tuesday, March 30, 2010 - 11:42

Let me know if you want more icons in this style. I'll gladly expand this collection as needed (it's very simple to create more in this style; we're talking less than 5 minutes per new icon).

Note...
Wednesday, March 24, 2010 - 16:43

Note: if using it as a static model in a 3D game, you could remove the unseen half of the pillow to get the total model to 172 tris.

Some tricks I used here:
1. I modeled the posts separately from the rest, then did a boolean union. In Blender you have to clean up the resulting facets a bit.
2. Created a simple blanket and subdivided a ton. The blanket started parallel to the bed, flat and floating above it. I used the cloth simulation, the Denim default. Once I liked the result I applied it to the blanket mesh.
3. I 3D-traced out a very low poly blanket, then baked the normals from the high poly blanket to the low one.
4. When UV-mapping the bed I positioned the parts so that the wood grain all ran the same direction. Now, any wood texture with vertical grain will look right on this model.
5. I also have a cloth texture on the blanket. It adds a lot of believable grain and ripples on the top surface.

GPL isn't recommended for art
Saturday, March 20, 2010 - 00:13

GPL isn't recommended for art (the GNU folks say so).  Most of the GPL is about access to the source code; art doesn't have source code.  The closest thing might be the original project files before export (.psd, .blend, .xcf) but people don't always distribute those with art marked as GPL.  And other parts of the GPL plain don't make sense for art (GPL3's stuff about patents, etc).

CC-SA is the best copyleft license for art.  So a lot of us open source game developers care about how CC-SA is interpreted.

Zombie Head Explosion
Monday, March 1, 2010 - 07:56

I'm using this in my game OSARE http://clintbellanger.net/rpg/
For a zombie head explosion. It's fantastic.

OSARE 0.03
Sunday, February 28, 2010 - 11:28

Next version is up

http://clintbellanger.net/rpg/

Main additions:

  • fight to the death
  • sound effects (using sounds from OGA) ... listen for the zombie head explosions
  • hp/mp bars

 

Idea
Tuesday, February 23, 2010 - 10:00

One day I want to make an RTS or tower-defense type game to teach kids about parts of the cell. ATP is the resource, the nucleus is the "town hall", mitochondria are the "power plants", etc.

As in Plants vs. Zombies you could introduce more parts of the cell each new level until you have the whole microsystem working and fending off foreign bodies.

Level ideas: plant cell, animal cell, cell mitosis.

Ideas are cheap so feel free to use this one.

I've been using these quite a
Thursday, February 18, 2010 - 06:15

I've been using these quite a lot for my RPG, especially for styling menus, buttons, etc. The source is pdtextures.blogspot.com and no creator is listed. The site is working but I figured we could have a copy here just in case something happens.

(edit) found the author's name in the image metadata. Updated this submission.

OSARE 0.02
Monday, February 15, 2010 - 06:41

OSARE version 0.02 is up (windows, osx, source).

http://clintbellanger.net/rpg/

Main additions:

  • remaxim's background music!
  • starting zombie AI

 

Method
Saturday, February 13, 2010 - 23:35

This is done using Blender particles.
A quick reference:
http://wiki.blender.org/index.php/Doc:Manual/Physics/Particles

The basics to create this effect:
1. Create a ring shape where the particles start. Make sure the normals are pointing up (positive Z). Once we add particle effects on this object it will become invisible.
2. Give the ring a new Material. Click the Halo option (which we use to make "lens-flare" type particle effects). In Shader choose the Lines option to make this particular effect style.
3. While the ring is still selected, open the Particle Window. ADD NEW particle system of type Emitter.
4. Change "Emit From:" to random (otherwise, particles will appear in the mesh face order, which is usually not what you want)
5. Under "Initial Velocity:" set Normal to some positive number. This means the particles will travel the same direction as the normals of the mesh (which are pointing up, from step #1)
6. Open a Timeline window. Drag the timeline cursor to Frame 1 then click Play. You should see the particles appear from the mesh.
7. Under "Basic:" tweak the Amount, Sta(rt), End, Life to get the amount of particles you want. Tweak the Initial Velocity: options to get the particles going the desired direction. Note: repeat step 6 any time you make a change in the Particle window.
8. Tweak the halo material Size, Add, and Color. Render. Tweak the material until it looks the way you want.

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