Page 1 of 1

Back in... for some info

Posted: Mon Sep 27, 2010 10:57 am
by Jay
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.

Re: Back in... for some info

Posted: Wed Sep 29, 2010 5:34 pm
by GMer
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 :D

Re: Back in... for some info

Posted: Thu Sep 30, 2010 3:00 pm
by paradoxnj
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.

Re: Back in... for some info

Posted: Thu Sep 30, 2010 3:51 pm
by GMer
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.
Froody, very froody. Do you have an ETA?

Re: Back in... for some info

Posted: Sat Oct 02, 2010 10:28 pm
by Jay
Ah, ok, i see. :lol: Not many waves in the water. I hope i'll hear when Nessie dives out - maybe we might see some waves after the splash.

Re: Back in... for some info

Posted: Sat Oct 02, 2010 11:49 pm
by GMer
Jay wrote:Ah, ok, i see. :lol: Not many waves in the water. I hope i'll hear when Nessie dives out - maybe we might see some waves after the splash.
Nice metaphor :lol:

Re: Back in... for some info

Posted: Sun Oct 03, 2010 11:52 pm
by Veleran
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)
Image



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

Posted: Tue Oct 05, 2010 2:50 pm
by paradoxnj
GMer wrote:
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.
Froody, very froody. Do you have an ETA?
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.

A tree for the editor prefabs

Posted: Wed Oct 06, 2010 5:28 am
by Veleran
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.

Image

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

Posted: Thu Oct 07, 2010 1:41 am
by paradoxnj
Thanks Veleran. I will keep a repository and will distribute these with RF2 if you don't mind.

The tree

Posted: Thu Oct 07, 2010 1:47 am
by Veleran
I am glad,because i made them for RF2.You can get the fern too,although that does nt have a lod yet (until then,you could fade it out at far distance rendering).

Re: Back in... for some info

Posted: Thu Oct 07, 2010 2:22 pm
by Jay
Certainly nice trees! :)

Ogre mesh Lod

Posted: Sun Oct 10, 2010 8:05 am
by Veleran
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?