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Messages - Jerrot

Pages: 1 2 [3] 4 5 ... 45
31
Technical forum / Re: character creation in blender
« on: May 10, 2007, 08:56:40 AM »
Speaking of pure modelling with Blender, it *does* work great using the Wavefront (.obj) exporter to transfer a mesh to 3dsmax.

This format *should* also work for the textured materials and uv-mapping (not tested).

It *definitely is not* capable of exporting bones/armatures and animations though. I tried a lot and none of the existing exporters was able to save my animated and rigged character successfully into any format that 3dsmax or other software could read without the loss of something.

So actually I only used Blender as pure mesh modeller for my character - and everything else had to happen in 3dsmax then.

32
Software and games / Re: Exporting .X from Blender
« on: April 04, 2007, 09:56:17 PM »
PD: And what about indirect ways? Any success? In that case? How? I don´t mind to do it in some steps if I get finally the character working properly in wintermute XD

By "indirect way" I was talking about the modelling in Blender only and exporting it to 3ds max for the rest (as I like Blender as Modeler). I tried a lot of ways, too, but didn't find a working solution for it without usings 3ds max.

I've got no experience yet with the other programs you mentioned though.

33
Software and games / Re: Exporting .X from Blender
« on: April 04, 2007, 05:36:02 PM »
Is Blender a good option for a wintermute project?

Only for the background and the hidden geometry. You can also find a tutorial about that in the WME Wiki here: http://wiki.dead-code.org/wakka.php?wakka=BlenderHiddenGeometryExport&v=1ahg

For models - as far as I know - there is unfortunately no direct way to go yet from Blender, all existing exporters lack in "something". You can export pure mesh models (without bones/animations) from Blender to 3dsmax and animate it there to export it via Panda, but I don't know of any direct way yet.

34
General Discussion / Re: HAPPY BIRTHDAY odnorf!
« on: March 26, 2007, 07:09:28 PM »
Why do I write here? I already said it in the chat, no?

Oh okayyyy moooom, anyway... happy birthday, odnorf!! :)
All the best to you and a "more" of everything that you like!

I won't post more glasses of beer. We need barrels!

Cheers!

35
I chose the first one as I like the combination of the clock and the puzzle parts.
This might also work for Logo4, but the text doesn't apply there for me, maybe if the text would be next to the logo it would win, but from this collection: Logo1.

36
General Discussion / Re: Happy birthday Jerrot!!!
« on: February 15, 2007, 12:33:26 AM »
Oh man, I love birthday threads! :)

Thank you all for the kind words, it's so awesome to read all those friendly greetings from all over the world.

You rock! Cheers!  ::beer

37
Game announcements / Re: Schach-Welten / Chess-worlds
« on: February 08, 2007, 12:05:58 PM »
Stucki! Awesome!!  :o
I love the site! I tend to always have some critical remarks, but... no, can't wait to see more. :)
Impressing work!  ::rock

38
January could get hard due to university commitments - but if I can join, I hope for some *real* competition this time ;-)
Who knows, maybe one or two jury members would like to join this time ;-)

Yeah, my WME knowledge got quite rusty as I didn't really use it for more than a year now - and this might be a good opportunity to revive that. Although I also have another game to finish in January, I'll try to be in. (And as I won't find the time for a functional teamwork, be prepared for ugly programmer-graphics...  ;))


39
Technical forum / Re: Image quality
« on: December 28, 2006, 12:09:00 AM »
Maybe it's just a problem of the original flash image and it doesn't matter how you export...

I agree with McCoy, obviously the alpha channel DOES work already, but - with my eyes only - I guess that the gradient in the original doesn't fade out completely to 100% transparency at its borders.

40
General Discussion / Merry christmas!
« on: December 25, 2006, 01:54:18 PM »
Hi dear community,

a merry christmas to everybody, whether you celebrate it or not - have some great days to enjoy with family and/or friends. And although it's quite non-WMA-like: may it be peaceful and in harmony.

Enjoy,
Kirsty & Jerrot.  :)

41
Hiya,

so - I'll make it short, especially because I'm too short in time these days. The more I appreciate the work nihil did in the same time, I'd love to give points for the graphics (that would be 6 of 5) he did in the time, but we said we wouldn't, so... too bad.

Actually everything is said, I maybe wouldn't underline all of meta's statements, especially not for the first contest, but (as I'm the evil guy in the Wintermute Army anyway) I have to take away one point because of the bugs and some minor issues I won't even mention, other than that the story was well-driven, the splicing of the room into separate scenes was well done, everything is fine.

So I'll end up with 4 points, which is the last vote for a total result of 17,5 points - nihil is the 1st place winner! (Surprise :))

Congrats and thanks from my side. I'll let metamorphium do the final words as he worked this out (thanks!) and I hope to see more competitions very soon - and I'll try to participate then as well (I know, everybody says so... heh).

Enjoy,
Jerrot.

42
General Discussion / Re: Happy birthday, Nihil!
« on: December 18, 2006, 02:36:28 PM »
Darn, too late!
Anyway, happy birthday nihil! I hope you had a pleasant day and for the future good luck and best wishes with your current plans. :)

 ::beer Jerrot

(Hm, no, wait, I forgot to be evil and to make hundreds of jokes about becoming 30... ah whatever, another time then. ;))

43
Hi trosa,

I'am trying to using your exporter, but result 3DS has too small coordinates. Is it possible to add ZOOM FACTOR to exported scene?

Well yes, that's a known problem about Blender's coordinates. But the original exporter is not my work, so I'm afraid I would rather mess it up when trying to scale each coordinate, I'll have a look into it later, maybe it's easy. (Naah, it's Python... ;))

My workaround was simply to scale the actor(s) by editing the .actor3d file and setting the parameter "SCALE" to a fitting value for the scene, so you don't have to scale the Blender scene itself. So if I shouldn't be able to "hack" that exporter script, this might be a way to go at least.

44
Won't implement / Re: 360 degree panoramic games
« on: November 27, 2006, 03:02:53 PM »
Hi TheDerman,

ouch, ok... so in short: I'm sorry for my harsh introduction, it was an exaggerated reaction. I wasn't aware of how deep you already investigated the topic and probably didn't read it deep enough, so I thought you didn't use the search yet and that's it.

If you mean why oh why would anyone want to make this kind of game

No, no, I only thought you didn't give the search a try, it was not related to any game style.

Quote
Now, I know WME is primarily a 3rd person game creation tool, but you can already create 1st person slide show style with it, so it would be good if it could also create 360 panning games as well, that's all I'm saying.

Point taken. ;)
Again - sorry, it wasn't meant to insult you or the idea itself.

Greetings, Jerrot.

45
Won't implement / Re: 360 degree panoramic games
« on: November 24, 2006, 03:11:28 PM »
Why-oh-why... we had that topic several times, feel free to use the search or this fine link:

http://forum.dead-code.org/index.php?topic=971.0

and maybe that older one, too:

http://forum.dead-code.org/index.php?topic=894.0

Enjoy,
Jerrot.

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