Ogitor musings.
Posted: Sun Jun 06, 2010 2:30 am
I've been messing with Ogitor for the past few weeks.....cause my last compy " blew up", hard drive, vid card and processor....yay. So, i had to build a new one.Problem with that is....i completely lost my yahoo e-mail address---cause the recover e-mail no longer exists( an old alta vista one, heh.) so, therefore....i lost all my liscenses, with no way to recover them.Milkshape, Gamecore, Realm Crafter---all gone.( harddrive was fried, so no data recovery )
So I turned to Ogitor....and...( yuck) Blender 2.5 .
I've figured out how to get the terrain stuffs working.And how to place objects, move them around, scale them, etc....and how to paint on the terrain.I must say....it's a very nice method of doing things.
Not sure if the skeleton and animations scale when you scale an animated object yet---haven't messed with that yet, but that would be interesting, say you have an army of goblins, you want one to be like a boss of some sort, just scale it bigger...
Haven't figured out quite yet how to get a mesh into it....or how to get my own textures in there, either.
Will RF2 have a terrain system like ogitors? Is it a good idea to learn as much as I can about ogitor, in regards to working with RF2 in the future?Is it .mesh and .ogscene, like in ogitor?
And, will RF2 have caelum and hydrax, or custom stuffs?
What I would also like to see, is a way to take a few polygons , or a vertex or two, out of the terrain mesh, in order to make a hole for a cave or a dungeon.( Because, hike1, i've found a way to create great looking caves in a matter of minutes.....still working on how to texture them....)
EDIT: Will I need to learn how to compile an ogre-based program?Or will one be able to do that from RF2 itself?
So I turned to Ogitor....and...( yuck) Blender 2.5 .
I've figured out how to get the terrain stuffs working.And how to place objects, move them around, scale them, etc....and how to paint on the terrain.I must say....it's a very nice method of doing things.
Not sure if the skeleton and animations scale when you scale an animated object yet---haven't messed with that yet, but that would be interesting, say you have an army of goblins, you want one to be like a boss of some sort, just scale it bigger...
Haven't figured out quite yet how to get a mesh into it....or how to get my own textures in there, either.
Will RF2 have a terrain system like ogitors? Is it a good idea to learn as much as I can about ogitor, in regards to working with RF2 in the future?Is it .mesh and .ogscene, like in ogitor?
And, will RF2 have caelum and hydrax, or custom stuffs?
What I would also like to see, is a way to take a few polygons , or a vertex or two, out of the terrain mesh, in order to make a hole for a cave or a dungeon.( Because, hike1, i've found a way to create great looking caves in a matter of minutes.....still working on how to texture them....)
EDIT: Will I need to learn how to compile an ogre-based program?Or will one be able to do that from RF2 itself?