Renzatic on 22/2/2012 at 03:47
Hey Eldron, you don't mind if I hit you up via PMs for Blender tips, do you? Most of the tutorials I find on the internet are either for the old interface, or are stark newbie tuts. I could use some help learning how to do some semi but not quite basic things.
Yakoob on 22/2/2012 at 04:37
On my end, I've finally got around to scrapping my increasingly more buggy and annoying collision code in favor of Bullet Physics, a popular open source and free physics game used in various commercial games.
While it is nice, it's a pain to implement as my old model worked quite differently, so I am finding myself forced to add hacks and potentially completely rework how I represent my physical world. Urgh. But hey, proper collision and physics at last!
EDIT: Spawning a bunch of characters next to each other with full physics and accidentally tipping one only to watch them all fall over onto each other in a complete domino effect was quite amusing. Luckily Bullet comes with a way to lock physcis to specific axes :D
Renzatic on 22/2/2012 at 04:54
Woohoo! Getting closer to awesome every day, Yak.
And someone needs to complement Madin, because those are some fairly decent little models.
Also, my first Blender model. An ugly candleholder. I'll add a handle when I learn how to bridge and extrude a little better.
Inline Image:
http://dl.dropbox.com/u/3018396/ugly_candle.jpg
Yakoob on 24/2/2012 at 22:54
At last, the main reason I switched to using bullet is implemented - efficient per-triangle collision detection! I can now import complex meshes and have perfect collision out of the box :D Also rudimentary player movement and jumping is in, meaning I can now start making explorable worlds so Renz, I'm waiting for some cool stuff from you to start toying around with :)
On the down side, this is all very hackish just to familiarize myself with Bullet. It works, but I really need to rework my internal world/entity/rendering/physics structure. The problem isn't so much figuring out how to do it, but rather, which of the myriad of possibilities is going to be the best long term solution...
Renzatic on 26/2/2012 at 22:13
So I like Blender now. Been goofing around with it, planning on making some video tutorials for it. All kinds of good stuff. But to ease any transition issues I might have between the two, I've decided to make Blender as much like Modo as I can. Been changing hotkey bindings, colors. All kinds of stuff.
And thus was born...BLENMODO!
Inline Image:
http://dl.dropbox.com/u/3018396/Blenmodo.jpgYeah. I'm a goddamn dork.
Eldron on 27/2/2012 at 14:43
You should totally make that into a preset file for the preset in the startup menu, tons of people would want something like that.
lost_soul on 27/2/2012 at 16:51
I loaded up the light editor for Berserker@Quake 2. This is an engine that adds per-pixel lighting/refractions/normal maps to Quake 2. Thing is, someone has to re-place all the lights in the maps for it to work. A few of them have been done, like the deathmatch set, but my favorites (the CTF bunch) have not. It would be cool to see light streaming down from those fans through the rotating blades on Mckinley Revival or the sun shining in through the roof of the bases.
One thing I wonder about is whether to have lights in tunnels. In the original game and a lot of games from back then, you saw tunnels/areas with no actual light sources on walls, though they were still magically lit. From a design standpoint, what do you do? Do you make them dark, or add just enough light for the palyer to see. This is assuming you don't just give the player a flashlight, which would be pretty freaking cool.
Renzatic on 27/2/2012 at 19:29
Quote Posted by Eldron
You should totally make that into a preset file for the preset in the startup menu, tons of people would want something like that.
I've posted the .xml and .py files over at Polycount. I'd go with the more official routes, but it's hardly what I'd call finished just yet. Just getting anything to respond at all to double left-clicks has been a huge pain in the ass, even with the option seemingly built right into the input editor.
But if you're interested in it, I'll go ahead and post the links to the file. Maybe you can give me some advice. I'm trying to set it up so it controls more like Modo, but still plays to Blenders strengths.
(
http://dl.dropbox.com/u/3018396/Blenmodo.py) Key map
(
http://dl.dropbox.com/u/3018396/Blenmodo.xml) Theme
And the big list 'o changes thus far...
Quote:
Blenmodo Hotkeys
(the to do's are future examples. Something I want to change, but either conflicts with something else, or I haven't figured out how to implement yet)
Camera Controls
Rotate -Alt+Left Mouse Button
Pan -Alt+Right Mouse Button
Zoom -Mouse Wheel
Smooth Zoom -Alt+Middle Mouse Button
(To do)
Rotate -Alt+Left Mouse Button
Pan -Alt+Shift+Left Mouse Button
Smooth Zoom -Alt+Ctrl+Left Mouse Button
Manipulators
Translate Manipulator -W
Free Translate -Shift+W
Rotate Manipulator -R
Free Rotate -Shift+R
Scale Manipulator -T
Free Scale -Shift+T
UV Editor
Call Stitch/Align Menu -Q
Unwrap -U
Translate -W
Rotate -E
Scale -R
Place 3D Cursor -Middle Mouse Button
Pan -Right Mouse
Cut Tools
Loop Slice -Alt+C
Knife (To do) -C
Miscellaneous
Toggle Wireframe -F
Edge Bevel (To do) -B
Merge Menu -S
Extrude Menu -Z
Search Menu -M (Needs Changing)
Loop Select -Shift+Alt+Left Mouse Button
Loop Select (To do) -Double Left Mouse Click
Toggle Quad View -Numpad 0
Marquee Select -Click & Drag Left Mouse Button
Lasso Select -Click & Drag Right Mouse Button (hold shift and lasso click to deselect)
lost_soul on 28/2/2012 at 04:14
Here's what I'm going for.
Inline Image:
http://dl.dropbox.com/u/252056/q2_1.jpgLooks fantastic as the fan rotates and the shadows go around. Always wanted to see these maps like this.
Bakerman on 29/2/2012 at 03:57
I finally got around to playing this - didn't get too far in, but nice work! I don't have much to add to others' comments, except that the lack of a melee attack felt a bit odd (unless I missed it - I leaped straight in without rebinding the keys ;P). Again, I suppose that's something you've retained from the original. It'd be great to see what you could do if you left the source material behind a bit!