Back in... for some info
Back in... for some info
Hey what's up?
I am just visiting here... good old times.
What has been happening in here. Wasn't online here since... don't know.
I am just visiting here... good old times.
What has been happening in here. Wasn't online here since... don't know.
Everyone can see the difficult, but only the wise can see the simple.
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Re: Back in... for some info
Nice to see you again.
As you can tell, the community is pretty quiet now. Only 2 posts since Monday. We need some sort of gimmick that will get people flocking back. RF2 probably will do it (when its done, of course).
But I myself am working on an RPG, based on an idea I came up with over 4 years ago. It's gonna take a while for me to make it, considering I'm a one man band
As you can tell, the community is pretty quiet now. Only 2 posts since Monday. We need some sort of gimmick that will get people flocking back. RF2 probably will do it (when its done, of course).
But I myself am working on an RPG, based on an idea I came up with over 4 years ago. It's gonna take a while for me to make it, considering I'm a one man band
Over 3 years (has it been that long?) and just now I noticed the day and month of my birthday were switched. Whoops!
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
Re: Back in... for some info
I haven't updated in a while on RF2. I am actually making the framework for the editor now. I don't want to release without something to make content with.
Many Bothans died to bring you this signature....
Re: Back in... for some info
Froody, very froody. Do you have an ETA?paradoxnj wrote:I haven't updated in a while on RF2. I am actually making the framework for the editor now. I don't want to release without something to make content with.
Over 3 years (has it been that long?) and just now I noticed the day and month of my birthday were switched. Whoops!
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
Re: Back in... for some info
Ah, ok, i see. Not many waves in the water. I hope i'll hear when Nessie dives out - maybe we might see some waves after the splash.
Everyone can see the difficult, but only the wise can see the simple.
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Re: Back in... for some info
Nice metaphorJay wrote:Ah, ok, i see. Not many waves in the water. I hope i'll hear when Nessie dives out - maybe we might see some waves after the splash.
Over 3 years (has it been that long?) and just now I noticed the day and month of my birthday were switched. Whoops!
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
Some 2d games I made, haven't made anything in a year though O.o
http://www.yoyogames.com/users/GMer56
Re: Back in... for some info
I am trying to make a low poly tree and some vegetation for the rf2 editor to have some stuff in.(1/3 of the canopy done yet,the stones are still just shaped)
The generic oak and is currently Trunk:faces 545 vertices 401 , Canopy:faces 232 vertices 250
The curved leaves sheets have a texture 128x128.
The generic oak and is currently Trunk:faces 545 vertices 401 , Canopy:faces 232 vertices 250
The curved leaves sheets have a texture 128x128.
Re: Back in... for some info
Unfortunately...I have to say "when it is done". Only because I am the only one working on this at the moment and I only have like 2 hours a day at most to dedicate to RF2. So...I am moving, but slowly. I'm using wxWindows as well which is kinda new to me so I have a bit of a learning curve there.GMer wrote:Froody, very froody. Do you have an ETA?paradoxnj wrote:I haven't updated in a while on RF2. I am actually making the framework for the editor now. I don't want to release without something to make content with.
Many Bothans died to bring you this signature....
A tree for the editor prefabs
I finished a variation of the tree anyway.
You can get it from there if you want to have a tree to multiply on the terrain of your editor.
Download if you like the other - Ogre1.8 zip.
Uploaded with ImageShack.us
http://www.turbosquid.com/3d-models/oak ... ree/560983
That shot of the multiplied tree reminds me of the good old days of the amiga Rpg's like Dungeon master,eye of the beholder,Wizardry,bard;s tale,ishar,etc.
It is a little cartoon-like,but i hope you dont mind,i made it dense to cover the flat side of each branch.
You can get it from there if you want to have a tree to multiply on the terrain of your editor.
Download if you like the other - Ogre1.8 zip.
Uploaded with ImageShack.us
http://www.turbosquid.com/3d-models/oak ... ree/560983
That shot of the multiplied tree reminds me of the good old days of the amiga Rpg's like Dungeon master,eye of the beholder,Wizardry,bard;s tale,ishar,etc.
It is a little cartoon-like,but i hope you dont mind,i made it dense to cover the flat side of each branch.
Re: Back in... for some info
Thanks Veleran. I will keep a repository and will distribute these with RF2 if you don't mind.
Many Bothans died to bring you this signature....
Re: Back in... for some info
Certainly nice trees!
Everyone can see the difficult, but only the wise can see the simple.
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Ogre mesh Lod
I made some stones and a similar terrain texture and will upload them.
I hope it is ok to export Ogre meshes all Lod versions of an actor together.
I did nt see in Ogremax docs saying that you must export a LOD as a different file.
All level of detail meshes of an actor probably are exported to the same scene,and a script might set the renderer-like an actor viewer application-to show each level of detail.
I will export this way all lods in one .mesh and well see,ok Paradox?
I hope it is ok to export Ogre meshes all Lod versions of an actor together.
I did nt see in Ogremax docs saying that you must export a LOD as a different file.
All level of detail meshes of an actor probably are exported to the same scene,and a script might set the renderer-like an actor viewer application-to show each level of detail.
I will export this way all lods in one .mesh and well see,ok Paradox?