Search found 204 matches

by kakapo
Sun Dec 16, 2007 4:28 am
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 83950

The edgesplit creates more geometry which is good for game models. Less geomoetry more FPS. the graphics hardware, directx and opengl don't support something like smoothing groups or hard/soft edges. if an edge is supposed to be hard, the vertices have to be doubled for the vertex buffer and the ed...
by kakapo
Sat Dec 15, 2007 4:22 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 83950

ah, thanks! i wasn't aware of that. i tried out a recent SVN build now. the patch of your link sounds great too (possibility to bake lighting only).

but we need better baking quality (-> baking doesn't seem to use any kind of anti aliasing).
by kakapo
Sat Dec 15, 2007 2:44 pm
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 83950

i know that you can bake ambient occlusion and diffuse color already. but i would like to be able to bake such things from high poly objects to low poly objects. just like with normal map baking but instead of sampling the normal, other high poly surface information gets sampled. or does this alread...
by kakapo
Sat Dec 15, 2007 11:59 am
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 83950

another one:
- correct handling of transparent textures in the viewport (options for back to front sorted drawing and for alpha testing)
by kakapo
Sat Dec 15, 2007 11:02 am
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 83950

yes, dds support is very important! ... i am not sure but because i often have problems with z-fighting i guess the blender viewports only use a 16bit z-buffer. this also should be improved (especially for nicer displaying of big levels). ... and since we are at it, i would like to bring up this one...
by kakapo
Sat Dec 15, 2007 8:42 am
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 83950

i agree about the retopology and painting tools. improvements in those areas would also be very helpful. and something else came to my mind: -animation retargeting it would be great if it were easier to reuse animations on different characters (also with slightly different proportions or armatures) ...
by kakapo
Sat Dec 15, 2007 1:49 am
Forum: Blender Open Projects
Topic: What are you missing in your gamedev toolchain ?
Replies: 112
Views: 83950

where can i find your wishlist? what i miss in the blender gamedev toolchain: - viewports with shader support and more draw mode flexibility (i guess that's what the summer of code project was about but i am not sure?) - collada and fbx exporters with good animation support - improved workflow for l...
by kakapo
Thu Jan 18, 2007 2:24 am
Forum: Foundation and Websites
Topic: typo3 question
Replies: 0
Views: 4811

typo3 question

i am learning typo3 and have a question about the menu of the blender.org site. did you do the menu with GMENU_LAYERS? how did you get it to work with the centered page? for me GMENU_LAYERS only works with a page which is aligned to the left because typo3 inserts the menu layer divs right after the ...
by kakapo
Sun Nov 19, 2006 3:32 pm
Forum: News & Chat
Topic: Blender on PS3
Replies: 6
Views: 6127

http://www.heise.de/newsticker/meldung/81254 sorry, german only... but it says linux on the ps3 won't allow access of the nvidia gpu. it only allows writing into the framebuffer but not using any kind of 2d or 3d acceleration. it seems like they want to prevent good looking ps3 linux games. $600 for...
by kakapo
Fri Aug 04, 2006 4:35 pm
Forum: Interface & Tools
Topic: Did anyone ever get FBX support?
Replies: 16
Views: 7768

i think there will never be fbx support for blender. fbx just is a closed proprietary sdk which isn't compatible with blenders license. there are no specifications for the fbx format so there also can't be an open source implementation like for other formats. what theoretically would work is doing s...
by kakapo
Wed Aug 02, 2006 7:26 pm
Forum: Interface & Tools
Topic: work planes
Replies: 1
Views: 2036

work planes

for transformations without any axis constraints it often would be nicer if the closest (smallest angle difference) global xy xz yz plane were used instead of the the plane which is normal to the view direction.

i hope it is understandable what i mean? :) for example i like how this works in modo.
by kakapo
Mon Jul 17, 2006 6:48 am
Forum: News & Chat
Topic: Question about multiple rendering
Replies: 3
Views: 3798

it could be automated with a python script.
by kakapo
Sat Jul 15, 2006 10:27 am
Forum: News & Chat
Topic: .fbx exporter!
Replies: 2
Views: 3597

fbx isn't compatible with the gpl. there are no format specifications but it just is a closed sdk. better use collada instead! :)
by kakapo
Thu Jun 29, 2006 6:49 pm
Forum: Testing Builds
Topic: [UPDATE sculpt mode]Windows 20060627
Replies: 22
Views: 28244

awesome! the multi resolution feature looks promising already. great project! :) some observations: - with one of my character models it always crashes - with more than 100.000 faces it starts to get too slow on my pc (will it be possible to improve the performance within blender (i read on the wiki...
by kakapo
Mon Jun 26, 2006 8:35 pm
Forum: Python
Topic: Get XML File from Scene
Replies: 1
Views: 2472

by writing an exporter with python. :)

take a look at the collada or x3d exporter. these formats are xml based too.