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Messages - Tol

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Game announcements / Re: H. P. Lovecraft's Dagon
« on: January 25, 2010, 09:46:52 PM »
Nihil: third one is great, the middle one has one serious composition issue- there´s a thin line just in the middle of the picture caused by the threshold on the walls, it´s rather disturbing. And boththe first and the second picture would really use some bumpiness... ok, I´ll just shut up and go back to the corner ::hijack  ;D

Game announcements / Re: H. P. Lovecraft's Dagon
« on: January 23, 2010, 08:28:57 PM »
Looks great ::rock

General Discussion / Re: Most ridiculous inventory puzzles EVER!!!!
« on: September 16, 2009, 08:01:01 AM »
Ok, we cut the sliders and mazes away (and I am all for it). Then we cut inventory based puzzles.  Now all that it left from gameplay is walking around and dialogues, enviromental puzzle now and there. Walking around is not much of fun. Enviromental puzzles are great, but hardly can support whole game with gameplay. Dialogues, when written well, are great, but rarely acted well by voiceovers actors. And there are very expensive thus when we will set heavily talkative adventure as a standard, there will be few of them around because few studios can afford good actors in good studio.

For me adventures are about (good) inventory based puzzles. Story is important, but when I want realy good story, I read a book instead. Mood is important too, but moody game without gameplay it´s just annoying interactive movie forcing me to click on several areas on each screen.
Or maybe I am just missing the point  :)

General Discussion / Re: Mnemonic´s photo
« on: August 28, 2009, 12:25:05 PM »
Jan is actually girls name which means "She who stepped down from the silk flower". It's very old name which originates to times when Czech lands were entirely inhabited by Eskimo people - just before the big transmigration when the tribes moved all around the world.

Actually it means "she who were BORN from the silk flower" and it is probably connected with Greek goddes Aphrodite who were born from meerschaum. It is one of the proofs how Greek culture influenced also people of "igloo culture" found at sites of Protivanov and Hradiste at Moravia (part of the Czech lands now), though indirectly (from Nordics myths based also on Greek ones).

Game announcements / Re: PALLADION
« on: August 26, 2008, 08:20:17 PM »
Is demo german only or did I missed some option for switching into english? Looks promising but my german is... well, not very good ;D

Help wanted and offered / Re: Imagineer Games is Recruiting!!!!!
« on: August 16, 2008, 10:44:38 AM »
Maybe you could write what kind of models do you need? Some modellers orientate on specific tasks- eg. do you need character models or vehicles, houses, whole scenes...

Good luck with your game,  i like it :)

General Discussion / Re: WME meets OGRE..
« on: May 14, 2008, 09:24:52 AM »
contact FutureGames
And learn to pray... >:D

Game design / Re: PovRay rendering time...
« on: December 07, 2007, 02:39:15 AM »
Sally: if you have radiosity turned on, then there you go- it is pretty expensive method when it comes to rendertime. Fortunately there are ways how to reduce it.

This article helped me a lot time ago when I learnt about GI lighting.  It´s for Yafray, but main principles should be usable in Povray too, read about Cache method (i think that in most packages it is called irradiance map) which optimizes pathtracing render a lot and makes nice shadow areas in the corners :)

Game design / Re: PovRay rendering time...
« on: December 06, 2007, 10:04:37 PM »
It's an Athlon 64 x2 dual core 4600+ with 1 gig DDR ram.

I'm running a 32 bit version of windows though (I got a new computer but I used the same old disc of xp pro) ...would that make a difference?

That configuration should be more than enough for relatively quick renderings of scenes like you showed earlier. I do not use Povray therefore I can´t be specific here, but most of these renderers work in similar ways and it is mainly about optimization both of geometry and lighting setup. Try to study more about Povray´s rendering methods to choose ones that fit most for particular scene.

It seems like you use too much lights with shadows turned on- it not only looks confusing in scene, but they take a lot of rendertime (especially raytraced ones).  Isn´t there by any chance radiosity or other method of GI turned on? Doesn´t look like that (except for that grain), but if it is , it´s another hungry time consumer when it is not set correctly (optimal).

In short- scenes like these should be rendered in few minutes (or ten of minutes at most) on computer you mentioned. It´s not in your computer, it´s in your scene and render setup and easily fixable then :) Try to search any Povray forum for specific tips on how to optimize rendertime.

Game design / Re: 3D Rendered Scenes, which progam is easiest?
« on: September 18, 2005, 03:00:45 PM »
I hope my bad sense of humour and long paragraphs did not disturb anyone...  :-[
Not me for sure :)

btw, in which way are you related with that czech blender site?

If you mean then I am owner and one of maintainers:)

there are posted some of the most impressive Blender scenes I have seen ever...i yet remember one very comples of a castle, and another of a broken bridge...they poped in elysiun long ago, and they were amazing :)

Both- Broken bridge  (New hope) and Castle is work of  Blitz :) He had posted his new creation at Elysiun few days ago- it´s called Metalphoenix:)

Hmm, but maybe we are going little offtopic here... :)

Game design / Re: 3D Rendered Scenes, which progam is easiest?
« on: September 17, 2005, 10:36:17 PM »
Does it makes chocolate biscuits too? ;)
Not yet, but I heard somewhere that there is sequencer plugin in development that will be able to do such things  :D

Anim8or(freeware) has a threshold angle for it.
I don´t make realtime so I don´t know, if this is of any use for this, but there is AutoSmooth feature, which seems to do something like this:)

In that one I dunno if I can agree...3d is a universe that eats you if you pretend to do it all at start...
I agree, on the other hand I think it is better for many people to have their first lighted and textured "Hello world" scene soon to stay motivated into further exploring of 3D world, especially if they do it just for fun and as hobby:)

Imho Cinema is an ideal tool for this of Wintermute -in case its 3ds exporter works well. is easy and the quality given by its renderer is....AMAZING.  Even more, several magazines issues gave away long ago Cinema 4d 5 and 6. Limited versions, I think 6 was limited to 640x480, not sure. But a heck of a good tool, and 3d formats weren't removed.
Yes and you can for relatively small amout of money buy "upgrade" to full size rendering. Imho great choice where to start too :)

Nice to talking with you, I enjoyed conversation whith someone experienced in this fiels. It gave me  new insights, thank you :)

Game design / Re: 3D Rendered Scenes, which progam is easiest?
« on: September 17, 2005, 05:01:40 PM »
You see, matter of opinions. To me that Wings3d is so much powerful than blender in one only area: modelling ;)  ...which is the area only covered by Wings, btw.

That is why I wrote, that I am Blender fanatic (and therefore my opinion in this matter isn´t to take very seriously) - it makes my everyday bread for last few years, and I simply love this piece of soft more and more with every new release:D 
Wings is great, I loved it and it has still more and better tools for polygonal modeling then Blender indeed. But in my opinion and in my workflow it doesn´t offer me as much advantages to Blender to use it anymore...

(oh, and you don't have smooth creases in Blender (smooth groups in Max), which is essential for games. But that is only a detail, and indeed, not the big thing. )

True and  there are surely even  more serious disadvantages in Blender then this, but it is only matter of time:) not that is inferior to Blender in animation...It is that Wings3d simply just does not animate, neither really render. Could not be a competitor, then...But sorry, the speed in modelling and the flexibility it has is close to none. ;)

I didn´t wrote this (that Wings is inferior in animation), resp. I didn´t meant this, If it made this impression, I apologise- my english is little crappy :) . I wrote in general terms, not due to Wings,  and I wasn´t too serious (that I wrote, didn´t I ? ) ;)   I generaly  don´t like comparison of any aplications on certain level  and there can´t be competiton between Blender and Wings, only symbiosis:)

On the other hand-  in my opinion  in the long shot it is  more easy way for beginner to learn aplication that covers not only modeling, but also other areas (materials, lighting, render...) as their first 3D soft, then learn to model in Wings (Modo, Nendo- you name it) and then texture it and render it in other soft with different UI- this way you learn two aplications instead one :) When you are experienced enough, then it´s of course normal to  use 3, 4 softs (as you do) :)

I just think, that it is not the best option to learn aplication focused on modeling only, like Wings, Modo ect. as first 3D aplication ever. I would recommend rather Blender or Maya PLE or Cinema 6 as first beginner´s choice to learn(hmm, has Max  some learning edition for free too?) :)

Must admit that I didn't liked blender when I was starting with 3d and that was just because it's interface, on the other hand it's
most powerfull free 3d piece of software.

Many people have this impression about interface,  before 2.30 it was common critique toward Blender.  It is true, that older versions weren´t very user friendly towards Blender beginners (well, I started with 1.73, and it wasn´t friendly at all :D), but with 2.30 there were great changes in UI (which I hate, cause most of tutorials I wrote became obsolete >:D :D), all tools are accesible via menus, we have widgets (manipulators) now a  you can also reorganize your workplace as you want as well as some aspect canvas manipulation and object selection is redefinable (is such a word in english?  :o ) It is

Game design / Re: 3D Rendered Scenes, which progam is easiest?
« on: September 16, 2005, 10:12:04 PM »


Yes, you are right, I forgot about that. It can be ran directly from  blender as I remeber which is a great thing.

And I can also recommend wings 3d but only for modeling purposes. It is very easy to learn.

Hope this helps.

After vertex/edge/face selection modes, loopcut tools, extrude along normal,LSCM UV unwraping, widgeds  and modifiers system  (upcomin 2.38) integration into Blender there is little Wings3D can offer what Blender can´t and UI is quite similar (Blender has all functions accesible via menu trees, as Wings has), so for beginner I would recommend to strart straight with Blender, in area of modelling it is more or less same learning curve, imho.  And with upcoming superior animation tools this little soft take over world domination  for sure >:D  ;D (and yes, I AM Blender fanatic, so in no way you can take me seriously :D )

But Wings3D is great modeling soft indeed, I used it too, when Blender lacked in some polygon modeling areas... :)

Game design / Re: 3D Rendered Scenes, which progam is easiest?
« on: September 16, 2005, 01:11:36 PM »
povray which I think  is the only free "photorealistic" ray tracer.

There  is also Yafray (Yet Another Free Raytracer), which is more or less on the same level as Povray (in field of GI probably better), also completely free and also script based,  but you can model, texture and animate  in Blender and render scene with Yafray from Blender directly :)


Game design / Re: Blender and WME
« on: September 05, 2005, 09:07:23 PM »
Hi folks:)

First- I did not read whole thread (no sleep last night-> too lazy today, I do apologize :P), only first post, so please don´t get mad if I write something that is already said:)

I export to x. format with textures and bones- setting of bones rotation is little tricky sometimes, but it works fine.

But main reason why I am posting this is that I would like to call your attention on future version of Blender, where will be bones part of Blender heavily upgraded (envelopes, some new constrainst  ect., but I guess, that there will be changes in code less visible for end user, but more important for exporting scipts), so some issues due to exporting to WME (and other engines) maybe will be sligtly differend in future:)
For more info see here
and here

There is also testing build with some new functionality of these available somewhere in this phorum:)

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