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Friday, December 24, 2010 - 04:52

Hi,

You are correct, all these errors are due to me just copying the files out of our project. I should also have noted that they are only tested with CEGUI 0.5 (which is quite old by now) and that the progressbars were using our own renderer type.

Could you please upload your fixed files somewhere, so I can update this entry? I am sure that if I try to fix it without being able to test it standalone, I will miss some things.

Thursday, December 23, 2010 - 08:02

All of your links have a trailing space which makes clicking on them lead to a 404 page.

Anyways, your last link states in the 2nd question of his FAQ that "Title www.jimmygelhaar.com Licensed under Creative Commons 'Attribution 3.0' http://creativecommons.org/licenses/by/3.0/".

Interestingly enough, in the same FAQ he asks you to purchase a commercial license if you make money with one of the songs.

Edit: The site is great resource, thanks :-)

Thursday, December 23, 2010 - 05:15

I don't need anything right now, I tested that more out of interest and rather quickly^^ We may include them later on, but not right now. Anyways, I think a grass of 256 would be good in addition, not as a replacement. Would give it 2 grass tiles of different frequency and anyone could choose what he needs.

Wednesday, December 22, 2010 - 17:25

résumé: your tiles look good :-)

long story:

why is the grass double the size as the others? As you can see by yourself in the preview, the detail thus has much higher frequency, is that wanted? Or can I just cut a fourth out of the grass and it will still tile?

Anyway, I quickly threw them into the game I work on right now, and it looks bad:

http://arkana-fts.org/~pompei2/tilestest.png

BUT, I am convinced it looks bad because the current grid dimension is fitted for tiles of 64x64 size. If you look at the bottom of the picture, where your tiles get more screenspace, it looks waaay better, and I am positive that they will look great on a better terrain! (And with better lighting.)

Wednesday, December 22, 2010 - 15:50

We are currently using this cursor in the game (same license): http://arkana-fts.svn.sourceforge.net/viewvc/arkana-fts/trunk/Data/Graph...

The cursor was drawn by myself way before this great GUI has been drawn. moOshiE is still cool with the cursor, that's why there isn't one in there. Just to clarify, if the cursor doesn't fit visually, it's not moOshiE's fault, it's mine :)

May I ask you which project you are using it for?

Wednesday, December 22, 2010 - 13:14

Just found this one: http://www.derekyu.com/tigs/assemblee/ There is some very good as well as very bad stuff in there :) All kinds of 2D and 3D art.

Wednesday, December 22, 2010 - 12:54

You should probably post wireframed screenshots. But my only suggestion for now is to make the human part of the centaur (especially the arms) in a T-pose, this will enable it to deform best on animations if it gets rigged.

Wednesday, December 22, 2010 - 06:48

Depends on the allowed size of the hash, the data to hash, and the amount of collisions you can deal with.

"string" is very generic: only a-zA-Z, or full ASCII, or even full unicode strings?

If the hash size is allowed to be big, you might aswell use a full MD5 or SHA-family algorithm.

If the hash size should be rather small (like, an integer), there is the category of CRC algorithms (for example CRC32 generates one 32-bit integer checksum), I read Adler32 or Fletcher are slightly better than CRC32

Hope that helps.

Tuesday, December 21, 2010 - 03:04

You could always give the quad/tri count if you got nothing else to write :)

Monday, December 20, 2010 - 05:19

Just to tell you that I welcome and like all your recent posts :-)

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