It's a lot of work to create previews for everything, plus the IQE format doesn't have that much support. The props could be converted to say obj, but losing the wind information in trees, etc.
I could be persuaded to script that for a few hundred tho ;)
I'm using these in a small game. Thanks especially for making them available in .obj not .blend! Makes them immediately useful to all toolchains, without having to install blender.
Some critique:
- models are not centered on 0,0,0; each is off differently
- scaling is uneven
- textures have needless alpha channel and colors (s/b 8-bit grayscale, no alpha)
I've fixed those three in my set.
Also, if you were to redo them, I'd advise you to use double the verts, but a single shared 16x1 gradient texture. Would cut the total VRAM usage quite a lot.
Yes, if you want to create the packs, go ahead ;)
It's a lot of work to create previews for everything, plus the IQE format doesn't have that much support. The props could be converted to say obj, but losing the wind information in trees, etc.
I could be persuaded to script that for a few hundred tho ;)
You asked to let you know about games made - you can download the one I mentioned here: http://irrlicht.sourceforge.net/forum/viewtopic.php?f=6&t=49868
I'm using these in a small game. Thanks especially for making them available in .obj not .blend! Makes them immediately useful to all toolchains, without having to install blender.
Some critique:
- models are not centered on 0,0,0; each is off differently
- scaling is uneven
- textures have needless alpha channel and colors (s/b 8-bit grayscale, no alpha)
I've fixed those three in my set.
Also, if you were to redo them, I'd advise you to use double the verts, but a single shared 16x1 gradient texture. Would cut the total VRAM usage quite a lot.