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Posts posted by Arcturus
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This would have to be only a visual effect, not a real light.
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How about such effect (quick mockup):
It could appear as player gets close to door.
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Your plan is to attach tiny portal screens to handle plates like in this video?
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Works great:
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While you're at it, could you also looks into "custom" vertex normals issue that I mentioned here: http://forums.thedarkmod.com/topic/19426-exporting-models-from-blender-into-tdm/?do=findComment&comment=421539 ?
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BTW, a new trailer for the "Next gen" came out:
It's a feature length animation (financed by Chinese I believe) from a Canadian studio Tangent Animation. Apparently Netfilx has bought the rights to the film. Animated and rendered entirely in Blender / Cycles. Studio hired some in-house developers to improve Blender and hopefully those changes will find a way into official Blender release.
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It's the same reason why I never learned Max. At work I use it only to convert .max files to .fbx so I can import them to Blender.
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Decent work, although it won't make me change my mind over Blender (i.e. stay away from it).
And why is that?
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Useful Blender addon. Automatically creates bones and assigns them to objects. Useful for exporting rigid body simulations from Blender.
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Did you create this fella, as its insanely impressive!
Naah, It's not mine. I just wanted to give an update on what will be possible in Blender 2.8.
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As mentioned by rich_is_bored in this thread md3 format hasn't been really used much in Doom 3 engine. One drawback is there's no interpolation between frames like there is in skeletal animation. I set water in my example to be 30 fps so it looks a bit choppy. You can bind it to game's FPS which should be smoother but then you may need more frames in the md3 file. BTW did you increase resolution of real time reflection?
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My only issue was that the animated water was invisible from almost all angles when postprocessing was active, otherwise it worked flawlessly.
Changing post processing in the menu doesn't seem to matter on my end. Does turning lantern on cause problems? Did you try swimming with lantern on? I just noticed btw that my md3 water tests don't work at all in x64 version. It would be nice to have some kind of vertex animation working.
The second water is a tiling animated mesh. Making some parts fit around the ship is going to take updating the skeleton and animations. So I'll have to finally sit down and learn how to handle animated meshes.It's not animated by a skeleton. It's a md3 model where each frame is stored as separate meshes.
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I had trouble with disappearing md3 water models as you can see in my video. Have you not experienced anything like that?
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Per-vertex? I don't think they show up in TDM, but they do get exported to .lwo as a "vertex normal map".
Like this:
It's explained well here.
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Did anyone manage to get custom normals working in TDM?
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Sure, def file is:
model tree_anim_test2a1exp1 { mesh models/md5/nature/tree_anim_test2a1exp1.md5mesh anim idle models/md5/nature/tree_anim_test2a1exp1.md5anim } entityDef atdm:tree_anim_test2a1exp1 { "editor_displayFolder" "Nature" "spawnclass" "idAnimated" "model" "tree_anim_test2a1exp1" "start_anim" "idle" }
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All about blender
in Off-Topic
Posted
Visualisations at this year's Emmys were rendered using Blender's new real time engine Eevee: