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Re: Weekly Challenge: Steampunk Style (due Jan 24th)
Wednesday, February 2, 2011 - 06:28

The steampunk winner is johndh!

His http://opengameart.org/content/steampunk-multi-barrel-revolver Steampunk Revolver was the site favorite!

Re: look for tiles of water/grass
Tuesday, February 1, 2011 - 20:40

You want square tiles that are viewed directly overhead?  And, what kind of project is this for?

Re: Checkout?
Tuesday, February 1, 2011 - 18:50

johndh, there's a README.txt in the src folder.  https://code.google.com/p/flare-engine/source/browse/trunk/src/README.txt

It's kinda bare-bones so if you get stuck lemme know.

Re: FLARE - Feedback
Tuesday, February 1, 2011 - 13:53

pennomi: elemental damage reduction from resistance isn't coded in yet.  It'll be in soon though.

Example of how it will work: imagine you have 25% ice resist.  You are hit with an ice spell for 8 damage, you resist 25% of it and only take 6 damage.

I'll probably make areas of heavy elemental focus.  I might have a 75% resist cap; then I'll have areas that are only survivable if you wear full resist gear.  Imagine an ice elemental who does about 20 damage per hit, but only 5 damage if you bring the correct gear.

I'll have support for plenty of types (eventually, user-defineable types).  I have an enumeration somewhere that contains the western elements, eastern elements, and light/shadow: wind, water, earth, fire, wood, metal, light, shadow.

Re: Weekly Challenge: Steampunk Style (due Jan 24th)
Wednesday, January 26, 2011 - 08:36

Voting time!

http://opengameart.org/category/art-tags/steampunk-style

Click "Add to Favorites" on your favorite entries.  Whoever has the most entries on Friday will be our winner!

Re: WebGL Action RPG
Wednesday, January 26, 2011 - 08:31

Nice work!  I love seeing my creatures moving about in 3D

Re: Cave Tileset
Tuesday, January 25, 2011 - 12:01

A basic tutorial on how I made those walls seamless:

http://clintbellanger.net/rpg/tutorials/cave_tiles/

Re: Spaceship tutorial
Tuesday, January 25, 2011 - 06:31

Excellent!  The only thing I love more than great art on OGA is having great tutorials!

Re: Clint (aka "pfunked") here to answer questions
Monday, January 24, 2011 - 14:14

When I made these I didn't realize how important armature/model scale was.

In Blender you can Apply Scale/Rotation to Object Data -- that will keep the current size but reset the "scale" to 1.0.  However this tends to mess up any existing animations.

Re: Clint (aka "pfunked") here to answer questions
Friday, January 21, 2011 - 06:34

Tartos,

- It's possible to generate a texture from the facet colors with Baking.  First the model needs to be UV unwrapped.  Looks like I didn't unwrap the Goblin, but it's not hard to do.  You also need to create a new image for the baking (in UV/Image view, select all faces and Image -> New).  Bake options are found near the Render buttons.

- I mark seams in the model and then do mostly smart projection.  To mark seams, select the edges you want as a seam and Ctrl + E for the Edge Specials menu.  These seams define the "islands" created when doing smart projection.  Think of it like seams in clothing: if you unstitched those seams and flattened the material, that's what my style of UV mapping is like.

- You could create new procedural materials (with color/texture) and assign them to specific faces.  Then bake.  Or, if you want to do painting, you can export the UV layout and do your painting in GIMP.

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