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Tuesday, July 19, 2011 - 13:09

Hello, here's a rough first set of building blocks for the bridge. Since the elevation is faked and is based on the original grass&water tilesset, the height of the bridge is as it is. Right now it reminds me more of a ramp than a real bridge, though that should change when these basic blocks get more details and such. The question I'm reluctant to ask (since I don't know of an immediate solution if the answer is no :P ) is whether the bridge's small height is problematic? One way to tackle it would be to make the bridge sides taller and more detailed.

These basic blocks will then of course be "dressed" into a more stone&medieval shape, right now it's just about the bare technicalities.

Clint: any comments on the basic blocks, especially the technicalities? I imagine example on the left will work better, where the walking area and the wall are separated.

Friday, July 15, 2011 - 10:48

Myckel: I don't yet have an estimate of how long this would take to make. Though the only challenge I see is getting the initial bridge components right (which may not be that hard, just the "fear" of unknown), after that it's all familiar teritory. Of course I'd like to finish this in a decent amount of time. I'll start this weekend and we'll see how well things progress.

Since FLARE doesn't do real elevation (at least not to my knowing) I'll keep the bridge walking area at the same level as regular tiles and then fake the elevation. I was thinking of using the Grass and Water Tiles as a base, so the bridge will fit nicely with the terrain. The part going into the water, the part where the bridge meets the land etc.

Forgot to mention about the license, I'm open to any requirements as long as it falls into open source philosophy.

Thursday, July 14, 2011 - 16:12

Hello, I'm interested in this job. As an example of my work I'm attaching a FLARE tileset I made a few months ago. I don't have any problems regarding the artistic side of things, but I'll need a bit of help defining all the shapes and types of tiles needed for the bridge (i.e. : middle section, start ramp, destroyed tile, etc.) I'm thinking of first creating the bare building blocks to get the size and tiles types right (and to get feedback), then it shouldn't be that hard to "dress" them into whatever style they need to be.

ancient temple

Sunday, July 3, 2011 - 07:16

My vote is on BGE, it's what I plan to use sometime in the future. Last year blender had 3 GSoC projects regarding BGE:

-Recast&Detour integration (pathfinding and navigation)

-Python API improvement for BGE

-Improved shader handling via scripts for BGE

 

This year there are also 3 GSoC projects for BGE in progress:

-Animation improvements

-General bug-fixing and improvements

-Node-based logic editor (THE thing if it gets done)

 

In addition, there are efforts being done on BGE particle engine http://enja.org/

and a library to handle GUIs in BGE https://mogurijin.wordpress.com/category/bgui/

One smaller, but recent addition is also anisotropic texture filtering included in 2.58

 

Not to mention that with the game engine you get an integrated editor to create the content. There are of course still things missing, like better post-process effects (with more control over them), anti-aliasing and other things, but I have my hopes high for BGE.

Friday, May 6, 2011 - 05:02

No problem, I'm happy to see it's being used for something and if it's a prominent open source RPG like FLARE, even better :)

Saturday, January 22, 2011 - 18:05

Intriguing! I give no promise or deadline, but I find it an interesting task.

Friday, January 21, 2011 - 08:44

If anyone needs some inspiration here's a cool video by David Revoy using mypaint to make a digital watercolour painting http://vimeo.com/18157214

Thursday, December 23, 2010 - 09:44

The horse part looks alot more detailed than the torso. 5k polies seem too much if you look at what open source projects are generally using, so I wouldn't be afraid to optimize the horse part to fit better with the torso (but also improve the torso a bit). As already mentioned, wireframe shots help show how the model is structured and are rather useful.

In case you need a hand, here's one: http://dl.dropbox.com/u/1482587/hands.blend you can use it under CC-BY 3.0, credited to Lamoot.

Thursday, December 16, 2010 - 14:01

Hello, shirish,

Thanks for the offer, but I'm not into any projects right now as I'm working on my diploma.

Friday, December 10, 2010 - 12:57

Cool, is that Beavis?

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