Ew, by im not sure what to do, i meant im not sure what visual style i pick (realistic or cartoonish)
But thanks anyway tongue

About that little tutorial, wouldn't it be better to separate pieces then just use "H" to hide the parts you don't need, so you don't have to move anything ?

152

(9 replies, posted in External Tools)

Oh, from the included in blender by default, here's the ones i'm using the most :

Material Utils
Inset Polygon
LoopTools
Import Images as planes (not so much because it's bugging alot)

also, the texture atlas plugin (2nd in the list) is now included by default in blender (from 2.68 if i'm correct)

Amazing stuff, thank you ! i will give a try at texturing them, even if i'm not sure what to do,
hesitating between this style or something similiar than in the picture you posted

154

(9 replies, posted in External Tools)

Here's two of the most interesting i found, but these are not "plug and play" plugins

Advanced Array Modifier

It's a plugin but you need to download his custom blender to use it.
It's a great enhancement over the basic array modifier,
you can tweak location,rotation,scale, switch materials, make arrays of grouped objects etc.

Dungeon Generator

A dungeon generator for blender 2.49, a month ago or so, the author annouced
he will start working on a new version for the currents blender.
So it's something to keep an eye at.

155

(2 replies, posted in Tutorials/Examples)

You're welcome smile
ps. Small update to the post

I really like that dice system, however i think math.random function could possibly ruin everything.
I have read it is not working like a true dice (not so random.. at all) and from my test i can confirm it behave very weirdly.
for example, generate a number between 1 and 10, sometimes (pretty often even)  it looks like it's stuck on a given number for 5-6 times

Ah nice trick, usually i was just putting AO maps in the emit slot,
Going to try that in few hours (going to sleep now, im toast)

See you later wink

That's perfect, thanks wink
and the AO baking worked like a charm wink

zester wrote:

Let me know if you guys want boots for him and I will model some. I was going to use him bare footed.

haha i was searching in my stock for some boots atm wink
But yes that would be really cool, i was thinking of some armor boots that also cover the tibialis

By the way do you remember the settings you used for this AO ?

Great model, thank you wink

Hello ! i made some scripts to automate some tiring tasks in blender.

Most of them were done with the try-fail-repeat method and some parts taken from other tutorials about scripting
mostly found on BlenderArtists forums

To use them, you must load them in a blender text editor window, then press right click -> run script (or press Alt+P on top of the text window)

Compatible with 2.68

———————————————————————————————————————

Add Material

Adds a 4 slotted material to the object in focus.
The slots are 1- Diffuse / 2- Specular / 3- Normals / 4- Emit, to match maratis specs.
All slots settings *should* be fine (neutral settings).
-> I deactivated Texture Interpolation in this script
-> Premultiply Alpha name has changed, and i didn't enabled it in the script

———————————————————————————————————————

Insert a texture to an already existing material

Adds a texture to the material of the object you have in focus
Unfortunately i was unable to choose the slot where the texture is added.
-> The texture must already be "loaded" in the current blender scene before using the script or it won't work

———————————————————————————————————————

Single Slot Material + Alpha Texture

Sometimes i need a quick material with an alpha texture, this scripts add a
quick one-slotted material and loads a texture on it.
-> You must edit the script and set your own path to your texture

———————————————————————————————————————

Apply Transformations

Apply all transformations at once (location, rotation, scale)

———————————————————————————————————————

Enable Modifier to all objects in selection
Apply Modifier to all objects in selection

This one is not pretty at all : i forgot how to enable + apply them in the same script.
I choose Array in this script but of course you can do the same with any available modifier,
you just need to change the modifier name

———————————————————————————————————————

Origin to geometry for all objects in selection

That's it

———————————————————————————————————————

Solidifier

Example of usage : Make walls out of a single plane,
make borders out of a wall
-> Gonna add a screenshot or two later on, guess it's pretty unclear atm =p

———————————————————————————————————————

Set-up Maratis Animations

Set Maratis animations by script instead of manually (thanks anael for this smile)
-> Script is just an example, you obviously need to edit and set your own values

———————————————————————————————————————

Texture Anim (Simple Scrolling)

You just have to set the path to your texture,in "realpath = os.path.expanduser('C:/Path/To/YourTexture.png')" 
-> Important : use "/" instead of "\"


▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀
To come (already made but i must verify them)

• Texture animation (spritesheet animation)

162

(14 replies, posted in Tutorials/Examples)

Just go with the best : SumatraPDF (free and portable)

163

(2 replies, posted in Tutorials/Examples)

I've been using this technique a while back, it had to look at something else because i couldn't match blender grid size no matter what (ex : placing objects like doors, who all have the same scaling) this was also very problematic to make multiple-level stages (floor 1, floor 2 etc)

But its still very good for single rooms/corridors

164

(11 replies, posted in Gossip)

No problem wink

For the wiki, you must create an account (and wait for anael to activate it) then press "edit page" in the top tabs,
the syntax is a bit weird but nothing complicated

165

(14 replies, posted in Tutorials/Examples)

Very nice tut, that's pretty clear and straightforward, thanks for the effort wink

166

(11 replies, posted in Gossip)

Hey TD, thanks for letting us know about mapcore.org, never heard of it before
and there seems to be alot of amazing infos

About the ressources links, we have a wiki page for that, mind to post them there ?

for Applications
for External Assets

167

(14 replies, posted in Tutorials/Examples)

Hey Turorial Doctor, that's not working for me (only got a white screen when launching the app)
I'm on win XP

168

(25 replies, posted in Showcase)

The most complete was the top left one (who went to hell with the rest of my files)
it was a SuperSmashTV clone, so a challenging game with ennemies constantly poping-up from 4 directions.
It has : exploding barrels, 3 types of ennemies with ok AI (for this kind of games), pop-up elements (boosters, medpacks, 6 types of weapons)

The rest of the projects had basic movement/action working, but nothing special except some test stuff.

I also forgot one project (luckily i kept one old version on another drive), it looks a bit like Valkyrie Sky
It has currently : 2 types of ennemies with 4 different spawning pattern each,
HP & Armor management, differents types of attacks for the main character
but i'm stuck at collectibles & inventory system (and ennemy bullet spawning patterns gives me hard times too)

And about horror stuff, i had to think again about it because THIS
Who wants to compete ? not me. (not alone in all cases)
voice acting, textures, models, and especially animation has to be professional level otherwise it looks more dumb than scary so for now it's out of my reach.

Luckily for gore that's different !

Oh and for the last bottom left project, it's nothing more than diffuse textures,
and two lights (one shadow, one basic), nothing baked

169

(2 replies, posted in Scripting)

Let's say you have 2 script in the same folder :
script_A.lua
script_B.lua

In your script_A, put at the top :

dofile("script_B.lua")

Then if you have a function in script_B :

function Whatever()
    --dosomethinghere
end

Use it like that in script_A :

function onSceneUpdate()
    Whatever() -- function from script_B
end

Hope it helps

170

(25 replies, posted in Showcase)

small update to the post

171

(13 replies, posted in General)

I think it happen to everyone, personnaly to avoid it i just write

[/url]

at the end of the post, then submit, an error will popup, then remove

[/url]

and post again. then it doesn't get cut .. that's not a perfect solution though hmm

From this post :

anael wrote:

With a standard material, you can do :
emit = 1.0
diffuse = white (1, 1, 1) WARNING : don't forget the intensity factor set to 1.0
specular intensity = 0

This globally works,
but if you want something perfect, the best it to do a custom glsl shader.

It's still affected a bit, but it's the best you can get without shader

173

(4 replies, posted in Tutorials/Examples)

I might be wrong but it seems that mediawiki needs an extension to enable text highlight,
for now maybe maybe you can use simple text colors ?

<span style="color:#FF0000"> Input text </span>

174

(4 replies, posted in General)

Perfect ! Thanks so much wink

175

(4 replies, posted in External Tools)

I would like to bake the textures and shadows


That make sense !

But glad to see it works good from .obj directly, thanks for trying out wink