Search found 37 matches

by snail
Thu Oct 18, 2007 9:13 am
Forum: Interactive 3d
Topic: plugin
Replies: 21
Views: 30867

Yep, still plugging away at it. The sourceforge page will be updated when a stable version is ready.
by snail
Fri Jan 12, 2007 5:28 am
Forum: Interactive 3d
Topic: Envmap in real time in Blender2.4x does not work
Replies: 2
Views: 3639

Hey apinzonf,
Thanks for the blend. It is definitively a bug, you were doing everything correct... This should be fixed soon.

Thanks,
Charlie
by snail
Thu Jan 11, 2007 4:51 am
Forum: Interactive 3d
Topic: Future of GameEngine
Replies: 18
Views: 15549

Thats a good question, since it's being exported I see no reasion to not export the python script as well.
Then load it with something like:

Code: Select all

<controller name="pythonCont" type="Python">
	<input>
		<string type="File">someBlenderScript.py</string>
	</input>
</controller>
by snail
Tue Jan 09, 2007 6:26 am
Forum: Coding Blender
Topic: .Blend File Format
Replies: 3
Views: 3392

The current parser can be found here. http://sourceforge.net/project/showfiles.php?group_id=169924 It still has major issues, but it can load/convert blender structures. (mainly Windows) Its handled much the same way blender does internally. Instead of using DNA_ types it uses an auto generated inte...
by snail
Mon Jan 08, 2007 5:08 am
Forum: Interactive 3d
Topic: Future of GameEngine
Replies: 18
Views: 15549

Yes. There is also some experiments with import/export XML logic
http://home.bresnan.net/~snailrose/tmp-del/example0.txt
by snail
Thu Nov 09, 2006 6:23 pm
Forum: Interactive 3d
Topic: Future of GameEngine
Replies: 18
Views: 15549

Hey all, This project is still in the works, I'm basically learning as I go along which has led to a few rewrites. It will be ready as soon as possible, but I can't really set a date or anything because I just don't know. The Crystal Blend project looks like a really good thing. It is so much more m...
by snail
Mon Oct 02, 2006 1:49 am
Forum: Interactive 3d
Topic: plugin
Replies: 21
Views: 30867

Hey, still no updates just yet. As soon as I figure out blenders armature math to OGRE's Skeleton, things should really
pick up pace.

Thank you all for your patience
by snail
Tue Sep 19, 2006 8:29 pm
Forum: Interactive 3d
Topic: plugin
Replies: 21
Views: 30867

Hey, Sorry, I'm not so good at keeping the progress up to date. I am currently rewriting the base structure of the code. With this rewrite, the advantage of a true plugin system should be correct now. Provided you use the DNA library being written, you should not have to modify blenders source in or...
by snail
Tue Aug 22, 2006 3:50 am
Forum: Interactive 3d
Topic: plugin
Replies: 21
Views: 30867

Well I'm having problems with registering on the Ogre forums, can you send me and email at snailrose@bresnan.net
And we can discuss this further
by snail
Sun Aug 20, 2006 8:58 am
Forum: Interactive 3d
Topic: plugin
Replies: 21
Views: 30867

Yeah It uses the main Ogre scene managers. That statement just means that there is no UI option for selecting them. For example,a start up script will probably be used to allow which manager the user wants to use on a scene by scene basis. Then while the blender scene is being converted and passed t...
by snail
Mon Aug 14, 2006 11:25 pm
Forum: Interactive 3d
Topic: plugin
Replies: 21
Views: 30867

plugin

Hey All, If you may not know, I have been working on a plugin system for the game engine. Which being my first plugin attempt, I hope that the code will be reusable in other projects, but thats yet to be seen. The project is code named echo or echo-plugin. I had to think of a name quickly for the so...
by snail
Thu Jan 19, 2006 9:25 pm
Forum: Interactive 3d
Topic: Windows 2.41 RC2, with new vertex shader demo
Replies: 7
Views: 9278

Pierre-Luc_Auclair wrote:Could anyone post a screencap of the Vertex Shader Demo file? My card is not compatible only does openGL 1.3.
Here is a shot...

Image

Thanks,
snail
by snail
Fri Jan 13, 2006 3:59 am
Forum: Interactive 3d
Topic: Some more 2.4 bugs
Replies: 6
Views: 6058

are you kidding? and does multi-material also mean multple uv-channels? Hey, Its possible to have a second set. It needs to be set manually though. import GameLogic co = GameLogic.getcurrentController() obj = co.getOwner() m_i = 0 mesh = obj.getMesh(m_i) # There can be more than one mesh... while m...
by snail
Tue Jan 03, 2006 11:00 pm
Forum: Interactive 3d
Topic: Multitexture/GLSL
Replies: 17
Views: 13611

Hey all,
I found Lagan's patch and will apply it to the changes made here, and
post it on elysiun.

Dreamkatana:
When you port it to 240, could you send me the patch?

thanks,
snailrose
by snail
Sun Jan 01, 2006 11:26 pm
Forum: Interactive 3d
Topic: Multitexture/GLSL
Replies: 17
Views: 13611

thanks all, Doc, bump/shadow mapping are very possible. some things need to be added for them to work, but its something i'm looking in to. All this works in the stand alone, its just not included for lack of web space (10mb limit) :( Armatures are also up and running in a test build of mine, and th...