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Posted: Sun Jun 10, 2007 10:15 pm
by hike1
Posted: Mon Jun 11, 2007 4:39 am
by Voltare
have they got their weird liscencing scheme sorted out, hike?
Posted: Wed Jun 13, 2007 5:17 pm
by hike1
have they got their weird liscencing scheme sorted out, hike?
You can read about it
http://terrymorgan.net/neofaq.htm
$0 for noncommercial, $100 for commercial <5 people,
the plugin physics and FMOD can be removed if
it turns out there's a licensing fee.
Posted: Wed Jun 13, 2007 5:23 pm
by Voltare
yeah....i just read that.....i like their interface...i consider it to be second only to BV's in ease of use......they also have a good bit of resources as well.....just need to see how big a world i can make here....If i can go with something " unlimited" in size...then this would probably be my next engine, unless BV soon gives me that option.
Posted: Wed Jun 13, 2007 5:27 pm
by hike1
The Neoaxis heightmap levels are pretty big
http://terrymorgan.net/download.htm
CTRL-F 'neoaxis' neo_terrain.zip 2MB
Also here's my 3x5 FOOT blender hotkey cheat sheet-
http://terrymorgan.net/images/blender_cheat_sheet.jpg
I could only fit 13 of the 18 pages on the cardboard I had.
Posted: Wed Jun 13, 2007 5:29 pm
by Voltare
Blender Mesh & Animation Exporter
there ya go, blender guys..........
I work with a small team.....i'm modeler, texture guy, general level/area design, basic animation work.....we have 2 animators who use blender....I may have to contact 'em and see about this engine after I give it a run through the ringer.......
interesting, hike1 ........yeah....a cheatsheet for blender would be nice.....
everything else we've tried has either not had any format supported that we could export from blender, or wouldn't allow us to make the large expanses that our title requires.....
Posted: Wed Jun 13, 2007 8:55 pm
by Juutis
This NeoAxis seems like a
really powerful engine. I downloaded it and it seems simple enough for me to learn it.
I'll play around with this thing and see how
easy it is to customize the gameplay. I think I'm falling in love with this tool and might even leave RF.
Sorry for going wayyy offtopic, BTW.
Posted: Wed Jun 13, 2007 10:29 pm
by wackedoutbiker
Yeah, I will definitely get hold of the NeoAxis engine SDK and try it. If I decide to switch, I hope you guys will not call me a traitor or condemn me for my preference if I find it to be more useful to me...
But I will always and forever love RF.
Posted: Wed Jun 13, 2007 11:41 pm
by Voltare
i didn't actually leave.....i just left genesis3d....I still find RF's tools usefull( RFEDItpro has to be one of the greatest building creation tools of all time).....it's just the engine......well...you know.
Posted: Thu Jun 14, 2007 1:50 am
by darksmaster923
since the neoaxis is an sdk, doesnt it mean you have to programming knowledge
Posted: Thu Jun 14, 2007 7:01 am
by Voltare
a bit....but not near as much as you do for torque.
Posted: Thu Jun 14, 2007 4:19 pm
by darksmaster923
i dled it, im like WOW! it is good!
Posted: Thu Jun 14, 2007 10:24 pm
by wackedoutbiker
Still DLing it. It is too slow.
Posted: Mon Jun 18, 2007 11:08 pm
by wackedoutbiker
Got it. It is so cool! I'll still use RF's tools though. It's just the graphics engine is better in NeoAxis. That's all.
Toolz are easy enough to use. I just need to learn some of the commands...
Posted: Tue Jun 19, 2007 2:14 pm
by paradoxnj
The graphics engine in NeoAxis is Ogre.