Search found 146 matches

by Pierre-Luc_Auclair
Tue May 03, 2005 1:34 am
Forum: Interactive 3d
Topic: Multitexturing
Replies: 18
Views: 9613

I meant opening like a 2.37 file in 2.36 It should still be able to load 2.36 in 2.37 The engine is nice and all, but I don't personally think that it should be kept unless there are people working on it. We should focus on providing quality tools instead of a complete solution that can't fight agai...
by Pierre-Luc_Auclair
Mon May 02, 2005 9:50 pm
Forum: Testing Builds
Topic: Tuhopuu3 / Windows & linux (2005/05/02)
Replies: 6
Views: 5967

Another nice build.

Hey, could the decimation count be updated in realtime ? It would be fun to have a triangle count refresh without having to switch between Object and Edit mode.
by Pierre-Luc_Auclair
Sun May 01, 2005 6:33 pm
Forum: Interactive 3d
Topic: Multitexturing
Replies: 18
Views: 9613

unless ppl are prepared for major loss of backward compatibility. (Which they are not) I'd be more that open to this kind of backwards compatibility. This is a needed feature, just like normals editing and hard edges. Nobody will even think to adopt it in the game industry it has all that.. I perso...
by Pierre-Luc_Auclair
Sun May 01, 2005 6:15 pm
Forum: Interface & Tools
Topic: Blender to 3Dmax?
Replies: 13
Views: 3663

Not sure if the .obj importer comes with max 7, but I know I have a .obj I/O in max since v5. It works very well too.

Google it.
by Pierre-Luc_Auclair
Sun May 01, 2005 4:10 am
Forum: Interface & Tools
Topic: Blender to 3Dmax?
Replies: 13
Views: 3663

Use the .obj exporter. That's what you want.
by Pierre-Luc_Auclair
Sat Apr 30, 2005 9:53 pm
Forum: News & Chat
Topic: Recruiting new programmers
Replies: 49
Views: 17186

What have I done !? I created a monster ! :shock: So what's the problem and how do we fix it. There must be a reason not more people are interested into helping the development of blender.. Tell me if I'm wrong, I've filtered two main reasons: • The code is written in C, which is not a true OO orien...
by Pierre-Luc_Auclair
Sat Apr 30, 2005 3:54 am
Forum: Interface & Tools
Topic: Splitting edges and area select: hard edges... the easy way
Replies: 2
Views: 1078

As a way to create seams AKA hard edges. :)

I'd like to move my modeling to blender as opposed to 3ds max that I was using thus far. I'm just sick of it.
by Pierre-Luc_Auclair
Fri Apr 29, 2005 6:28 pm
Forum: Interface & Tools
Topic: Splitting edges and area select: hard edges... the easy way
Replies: 2
Views: 1078

Splitting edges and area select: hard edges... the easy way

Hey ! Would it be possible to implement a way to split edges to separate two faces ? I know there is the split (y) function but it's just odd to work around the edges rather than directly on them.. and then you have to weld your stuff which ends up being quite long for a really simple thing. Area se...
by Pierre-Luc_Auclair
Fri Apr 29, 2005 12:04 am
Forum: Testing Builds
Topic: bf-blender / Windows (2005/04/28) Intrr´s DoF :) - UPDATE -
Replies: 28
Views: 14164

1. It's a cygwin build... Mean a linux build wraped with a linux emulator for windows Okey dokey ! 2. I know it a bit ugly, can we call it WIP then? Quite right, it was more of a suggestion than anything else. In fact it gives me more ideas. What if the camera had some kind of "target mode", you co...
by Pierre-Luc_Auclair
Thu Apr 28, 2005 11:52 pm
Forum: Testing Builds
Topic: bf-blender / Windows (2005/04/28) Intrr´s DoF :) - UPDATE -
Replies: 28
Views: 14164

Just tried the latest release.

1. Why has the executable gotten so big ? It just passed from 4.99 to 7.75mo..

2. I really think the distances used in DOF should be "real" ones. Let's say you set your focus to 4.56: the focus of your image will be at 4.56 units from the camera.
by Pierre-Luc_Auclair
Thu Apr 28, 2005 9:14 pm
Forum: News & Chat
Topic: ATI and Linux
Replies: 4
Views: 3126

What's the point ? :?
by Pierre-Luc_Auclair
Fri Apr 22, 2005 1:06 am
Forum: News & Chat
Topic: Recruiting new programmers
Replies: 49
Views: 17186

Recruiting new programmers

I was thinking, we have people working on the animation systems and stuff, but I don't see anyone working on the viewport display, shaders and other parts of blender. Is it just that there are plans that are reported later due to lack of ressources ? How could we get new qualified and skilled people...
by Pierre-Luc_Auclair
Thu Apr 21, 2005 1:35 am
Forum: Interface & Tools
Topic: Real time texture feedback
Replies: 1
Views: 882

You mean GLSL ?

Personally I'd like to have a way to preview openGL game shader. Or maybe a openGL shader incorporated that would have like, color/specula/bump/normal/etc. that you would just plug textures in.

Would be a great addition for game devs.
by Pierre-Luc_Auclair
Tue Apr 19, 2005 5:07 am
Forum: Coding Blender
Topic: "render only" build
Replies: 32
Views: 9987

I have no clue what I'm talking about here, but you can't load blender with a console argument ? Or just run it from the console ?
by Pierre-Luc_Auclair
Tue Apr 19, 2005 12:59 am
Forum: Interactive 3d
Topic: Multitexturing
Replies: 18
Views: 9613

With a new mesh datastructure it woule be a good time to Support- * Max 255 materials per Mesh. * Max 16 sets of UV Coords and 16 images (Would be added like edge data- default would be all turned off so would not consume memory when not used.) Would we need to completely rethink the mesh structure...