Search found 95 matches

by elander
Tue Apr 11, 2006 12:01 am
Forum: Interface & Tools
Topic: LSCM behavior
Replies: 4
Views: 1525

Yes. I guess that for precision uv mapping we will allways have to tweek uv vertices by hand. I think i will update my tutorial to put more enphasis on this instead of discussing lscm problems so much. It's just a shame that manipulating vertices and faces in the uv editing window is so more limited...
by elander
Mon Apr 10, 2006 7:45 pm
Forum: Interface & Tools
Topic: LSCM behavior
Replies: 4
Views: 1525

Have a look at a beta tutorial i have made. This explains the difficulties i have LSCM. Im building dungeon parts whose borders when assembled together must snap together perfectly. That is vertices must match, uv coords must match and normals must. I solved he normals problem but uv mapping is stil...
by elander
Mon Apr 10, 2006 3:36 am
Forum: Interface & Tools
Topic: LSCM behavior
Replies: 4
Views: 1525

LSCM behavior

I am working with LSCM lately and noticed some strange behavior with it. Is this tool suposed to be influenced by the orientation of the 3d view? Another thing it looks like this tool doesn't work very well with meshes with holes and convex meshes even if these surfaces can be easly flattened. I hav...
by elander
Sun Mar 26, 2006 11:15 pm
Forum: Interactive 3d
Topic: Using normal maps with the game engine
Replies: 2
Views: 2185

Thank you.
by elander
Sun Mar 26, 2006 11:14 pm
Forum: Interface & Tools
Topic: No more than 8 lights active in textured draw mode?
Replies: 2
Views: 1110

Thanks for the link. The restriction with OpenGL is more specific: no face can be lit by more than 8 lights. It's possible to have as many lights as we want in scene as long as no face is lit by no more than 8 lights. The Ogre game engine, the one im using at the moment, picks up the closest lights ...
by elander
Sun Mar 26, 2006 4:47 pm
Forum: Interactive 3d
Topic: Using normal maps with the game engine
Replies: 2
Views: 2185

Using normal maps with the game engine

Is there any good tutorials that teach how to use normal maps with the Blender game engine?
by elander
Sun Mar 26, 2006 4:42 pm
Forum: Interface & Tools
Topic: No more than 8 lights active in textured draw mode?
Replies: 2
Views: 1110

No more than 8 lights active in textured draw mode?

When i add more than eight lights and set my 3d window to textured draw it only uses 8 lights to draw the scene. Is this a bug or a design choice? Since im mostly using Blender for designing game levels this is a problem for me since i cannot visualize how my dungeon will look like if i add more tha...
by elander
Sun Jan 22, 2006 6:32 pm
Forum: Interface & Tools
Topic: Creating LOD meshes without mush fuss
Replies: 4
Views: 2465

Thanks. That will help a bit more.

The nvidia tool is also very cool as it creates normal maps for the decimated areas.
by elander
Sat Jan 21, 2006 5:53 pm
Forum: Interface & Tools
Topic: Creating LOD meshes without mush fuss
Replies: 4
Views: 2465

Thanks. The only thing i found about decimator algorithms was this but unfortunately it goes beyond my programming capabilities. http://www.melax.com/polychop/index.html The decimator algorithm works by colapsing edges and faces i believe. Is there a way to move vertices while at the same time updat...
by elander
Sat Jan 21, 2006 12:45 am
Forum: Interface & Tools
Topic: Creating LOD meshes without mush fuss
Replies: 4
Views: 2465

Creating LOD meshes without mush fuss

Hi, im trying to creat different LOD meshes of my model withput much fuss. After creating a nice looking model with a good texture i would like to apply the decimator to create several variants of the same model with with decreasing detail (halving the detail in each version). The problem with the d...
by elander
Fri Jan 13, 2006 8:49 pm
Forum: Python
Topic: NIF importer/exporter
Replies: 0
Views: 1547

NIF importer/exporter

I don't know if you guys have heard of it but since i couldn't find this easly anywhere, the NIF i/o script can be obtained here: http://niftools.sourceforge.net/ http://sourceforge.net/project/screenshots.php?group_id=149157 http://sourceforge.net/project/screenshots.php?group_id=149157&ssid=19981 ...
by elander
Tue Dec 13, 2005 10:59 pm
Forum: News & Chat
Topic: User contributions
Replies: 7
Views: 3319

Thanks. Thats was a very clear explanation.
by elander
Tue Dec 13, 2005 7:57 pm
Forum: News & Chat
Topic: User contributions
Replies: 7
Views: 3319

What criteria is used to accept patches in the source tree ? I supose that patches must be stable enough to work with the rest of the code. But how does it works when it implies interface changes ? I have heard of different variants of Blender like topu or something like that. How can someone downlo...
by elander
Tue Dec 13, 2005 7:20 pm
Forum: Interface & Tools
Topic: Using Blender's GUI in other projects
Replies: 4
Views: 2887

Is there any design doc for Blender user interface ? I too would like to build a similar interface and if there was a detailed design doc it would save me a lot of time building one.

Edit: I think i have found what i was looking for already

http://www.blender3d.org/cms/User_Interface.337.0.html
.
by elander
Tue Dec 13, 2005 6:42 pm
Forum: News & Chat
Topic: User contributions
Replies: 7
Views: 3319

User contributions

I noticed in another forum someone claiming in much less educated terms than im puting here that the policy for acepting user contributions to new Blender features was a very monolitic (based on the will of the project leader) and close to the outside. This "criticism" was thrown by a user who claim...