Search found 38 matches
- Mon Feb 11, 2008 6:19 pm
- Forum: Blender Open Projects
- Topic: What are you missing in your gamedev toolchain ?
- Replies: 112
- Views: 93193
Re: Finished reviewing :)
Hi all! First a lot of thanks for all the feedback, it is incredibly valuable. I made a list and now am trying to merge similar requests and classify them, so expect some kind of list soon. I hope it will help to get a picture of all the stuff that would make from blender the perfect game editor :)...
- Wed Jan 30, 2008 8:08 pm
- Forum: Blender Open Projects
- Topic: What are you missing in your gamedev toolchain ?
- Replies: 112
- Views: 93193
Another request:
A tool like polyboost to improve the workflow when working with low polygon models and high definition models would be very nice in blender.
http://www.polyboost.com/features.htm
A tool like polyboost to improve the workflow when working with low polygon models and high definition models would be very nice in blender.
http://www.polyboost.com/features.htm
- Thu Jan 24, 2008 10:51 pm
- Forum: Blender Open Projects
- Topic: What are you missing in your gamedev toolchain ?
- Replies: 112
- Views: 93193
maybe 3dsmax always uses smooth interpolated normals for ray tracing (no matter how the smoothing groups look like) and later only takes hard edges into account for calculating tangent space. hm... i think you are right (if i imagine this correctly), probably it would make sense if blender also did...
- Thu Jan 24, 2008 12:19 am
- Forum: Blender Open Projects
- Topic: What are you missing in your gamedev toolchain ?
- Replies: 112
- Views: 93193
http://img478.imageshack.us/img478/4223/normalsly2.png the rays get shot in the direction of the normals which get averaged across the surface. so it's normal that with hard edges geometry can get missed in cases like yours. i hope the image explains it. I completely understand how normalmaps work ...
- Mon Jan 21, 2008 7:48 pm
- Forum: Blender Open Projects
- Topic: What are you missing in your gamedev toolchain ?
- Replies: 112
- Views: 93193
Theres nothing wrong with that. Reason is when u use edge split the normals where you dont see any geometry on the image aren't hitting anything. Same should happen to smooth groups etc. ..?? But how cannot be geometry? both images are from the same object, but different low poly models (edgesplit ...
- Thu Jan 17, 2008 1:34 am
- Forum: Blender Open Projects
- Topic: What are you missing in your gamedev toolchain ?
- Replies: 112
- Views: 93193
I think we need real smoothing groups, or at least another tool different than edgesplit to make smoothing groups. look at the attached blend file, the same result I've been having when I use edgesplit.. check the difference between Edgesplited object normalmap, and object without edgesplit, just se...
- Wed Jun 20, 2007 6:49 pm
- Forum: Foundation and Websites
- Topic: Question about current Open Projects ( peach and apricot )
- Replies: 2
- Views: 5749
Re: Question about current Open Projects ( peach and apricot
Thank you brecht_brecht_ wrote:There is only a call for the open movie project right now. The open game project starts later, and it is my understanding that more of the specifics have to be worked out before they do a call for participation.

- Tue Jun 19, 2007 7:40 pm
- Forum: Foundation and Websites
- Topic: Question about current Open Projects ( peach and apricot )
- Replies: 2
- Views: 5749
Question about current Open Projects ( peach and apricot )
The call for participation in the Peach Open Movie project is the same for the open game project "Apricot"?
Thanks
Thanks

- Wed Jul 05, 2006 11:33 pm
- Forum: Testing Builds
- Topic: [Update Sculptmode Windows] 20060708
- Replies: 11
- Views: 13824
- Tue Feb 07, 2006 10:49 pm
- Forum: Testing Builds
- Topic: BF windows 2006/02/07
- Replies: 24
- Views: 20530
- Sat Jan 07, 2006 6:33 pm
- Forum: Interactive 3d
- Topic: Multitexture/GLSL
- Replies: 17
- Views: 14563
- Thu Dec 29, 2005 9:22 pm
- Forum: Interactive 3d
- Topic: Multitexture/GLSL
- Replies: 17
- Views: 14563
Re: Multitexture/GLSL
Ok, thanks!!
Let´s check this out


Let´s check this out


- Wed Dec 28, 2005 4:09 pm
- Forum: Interactive 3d
- Topic: Making explosion dynamics
- Replies: 1
- Views: 3297
Re: Making explosion dynamics
Forgive me, but I'm kind of new to Blender having migrated from other 3d packages. I'm using mostly with an eye on making some games. Right now I've been playing around with thte physics, and I wanted to make a game that mostly consists of launching objects thru goals with high explosives. What's t...
- Thu Nov 10, 2005 5:26 pm
- Forum: Testing Builds
- Topic: bf-Blender / Windows (2005/11/10) Tweak/Fullscreen/Merge
- Replies: 22
- Views: 21088
Re: bf-Blender / Windows (2005/10/25) Tweak/Fullscreen/Merge
Nice tools !
, they are very usefull I like it 


- Wed Sep 28, 2005 6:49 pm
- Forum: Testing Builds
- Topic: bf-Blender / Windows (2005/09/27) + 3 patch
- Replies: 21
- Views: 17965
Thank youkidb wrote:Try now.lusque wrote:I'm not able to reach http://blendertestbuilds.de, please can someone put up a mirror?


let's go to test!