Crystal Space
Welcome, Guest. Please login or register.
April 19, 2014, 08:07:46 am

Login with username, password and session length
Search:     Advanced search
8990 Posts in 2037 Topics by 7597 Members
Latest Member: Drukareczka1989
* Home Help Search Login Register
  Show Posts
Pages: 1 ... 8 9 [10]
136  Crystal Space Development / General Crystal Space Discussion / Blender3d on: January 04, 2005, 04:48:03 pm
I'd recommend Blender - www.blender3d.org. It's what is currently being used to develop the Crystal Core demo.
137  Miscellaneous / Article/Tutorial Discussion / GtkRadiant part posted on: December 28, 2004, 11:14:35 pm
And appendix of the tutorial has been Wikized - the CS GtkRadiant tutorial has been posted.

Didn't post a thumbnail for it, since I didn't want to use Radiant artwork w/o the group's permission.
138  Miscellaneous / Article/Tutorial Discussion / Changing Icons on: December 22, 2004, 03:23:28 pm
I'll stick to the project's icon for tutorials then... coming up is
139  Miscellaneous / Article/Tutorial Discussion / First Two Posted on: December 17, 2004, 06:58:29 pm
The first two sections about map building have been submitted to the Wiki site. I've included the full-size version of all the images, so that may help.

Cal3d avatar portion should be forthcoming.
140  Miscellaneous / Article/Tutorial Requests / Beat me to it! on: December 16, 2004, 06:04:43 pm
You beat me to the punch on tutorials for XML world formats! I just submitted one. Sans photos, of course. My Blender one was submitted as well however - which should complement the XML one well.

Also working on submitting the Cal3d tutorial (which is much longer)
141  Crystal Space Development / General Crystal Space Discussion / Posting images to Tutorial Gallery on: December 16, 2004, 04:10:41 pm
Does one need to start an article before they post to the tutorial gallery? The only one I can seem to submit to is the shader gallery (which is quite nifty, BTW)
142  Miscellaneous / Article/Tutorial Requests / Both, really on: December 16, 2004, 03:58:57 pm
Both, really. Nothing necessarily complex... just building a very elementary shader from scratch and applying it to a material, then applying the material to a simple mesh (i.e. a silly shader that changes the original color of a cube). I think demonstrating how easy shaders can be is a good illustration of CS.
143  Miscellaneous / Article/Tutorial Requests / Shader HowTo on: December 16, 2004, 07:08:17 am
A shader howto would be uber-nifty.
144  Miscellaneous / Article/Tutorial Requests / Scripting on: December 16, 2004, 07:07:07 am
I'm not sure how many Python examples there are, but there are a few scripted demos in CS (i.e. demo and pathtut).
145  Crystal Space Project Development / Development Discussion / New Architecture on: December 16, 2004, 07:04:10 am
A new architecture was prototyped, but I haven't seen any new implementations. The idea was to have a common interface for UDP,TCP and IP messages, but this turned out to be fairly complex. UDP implementation was the big thing (to keep things low-latency), but it's not easy.

Really I think the key would be to start with a good UDP datagram layer and go from there. Kinda reiterating previous responses, I hear the SDL network layer is fairly good at that (many deathmatch games ported by Loki Wink )
146  Crystal Space Development / General Crystal Space Discussion / Big Terrain Maps; Page Load Speed on: December 14, 2004, 05:19:43 pm
My word that's a big terrain map.

Do you know if there is anything that can be done to help load times on the Wiki page? Is the hardware just getting hammered?
147  Miscellaneous / Article/Tutorial Discussion / Screenshots; Blender 2.35 on: December 09, 2004, 03:31:58 pm
Which images need to be expanded/reframed to be more clear? Some of them, especially the Blender screens, are tough to frame because they're bigger than the page size yet scaling them down kills detail. Let me know which images need better detail/resolution.

Also I'm rewriting portions to cover Blender 2.35 since the Cal3d exporter appears to be operational and now you can have (THANK GOODNESS) relative paths stored for external resources (i.e. texture maps).

Just deleted 20 pages demonstrating how to build a beginner application... sticking to building models & maps for now.
148  Miscellaneous / Article/Tutorial Discussion / Blender 2.35? on: December 08, 2004, 04:03:50 pm
I know it was broken with 2.34 - I'll check with 2.35. It would be a real lifesaver to have the relative pathnames feature introduced with 2.34 included - especially in a tutorial where packaging .blend files statically linked with absolute pathnames can be confusing.

Thanks!
149  Miscellaneous / Article/Tutorial Discussion / Revised Tutorial for Review on: December 07, 2004, 03:14:05 pm
I'm re-writing an older tutorial I'd written using GtkRadiant and Blender to instead use straight Blender. Revisions are being posted at http://www.cs.indiana.edu/~joellis/ - currently it covers cal3d skeletal animation, map design and object file layouts.

Feel free to comment on what's clear/unclear - newer versions will be posted on occasion.
Pages: 1 ... 8 9 [10]
Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 2.586 seconds with 16 queries.