Pompei2: what about Blender's sculpting tools for heightmap editing? You can easily limit the deformation to the z axis so you're only editing the height. In addition you can add noise and and displacement via modifiers. When "exporting", you assign the model a blend procedural texture (gradient) and set it so it goes black-> white from bottom->top and save the render with the camera looking straight down on the model.
Can't say how flexible or unflexible the rigify system will be. In one video he showed how it's possible to create a biped with 2 sets of arms. Not sure about the legs, especially those alien knees that bend forward. I'm keeping my hopes high for it though.
So the real goal is to provide a flexible and robust rig and also animations? In that case it does make much more sense to have an actual rig compared to the rigify approach.
pfunked in solid shading mode enable Textured Solid. In 2.49 it's shift+t in the 3d window, in 2.5 press N in the 3d window and in the side panels find the Display panel and enable the option. This will hide the back faces in solid shading view.
As I remember there was this Blender to Radiant script being developed in the old Nexuiz forums (now renamed to Xonotic), might be worth exploring.
http://www.katsbits.com/ is a website by someone who uses Blender with quake-based engines and radiant editor. He has all sorts of tutorials, including making quake 4 maps and similar.
Will have to check, they were side-props though,
Excellent! I wish more games had such music - refreshing is the key word :)
Pompei2: what about Blender's sculpting tools for heightmap editing? You can easily limit the deformation to the z axis so you're only editing the height. In addition you can add noise and and displacement via modifiers. When "exporting", you assign the model a blend procedural texture (gradient) and set it so it goes black-> white from bottom->top and save the render with the camera looking straight down on the model.
When are the winners announced? I'd like to upload a better preview picture but it'd be unfair to do so when people are still voting.
Looks cool :)
I have around 50 more to upload, but was getting late so I went to sleep :)
Hmmm, interesting theme. Are spruce trees allowed? :)
Can't say how flexible or unflexible the rigify system will be. In one video he showed how it's possible to create a biped with 2 sets of arms. Not sure about the legs, especially those alien knees that bend forward. I'm keeping my hopes high for it though.
So the real goal is to provide a flexible and robust rig and also animations? In that case it does make much more sense to have an actual rig compared to the rigify approach.
np :)
Edit: http://www.cgmasters.net/splatting-tutorial.html
pfunked in solid shading mode enable Textured Solid. In 2.49 it's shift+t in the 3d window, in 2.5 press N in the 3d window and in the side panels find the Display panel and enable the option. This will hide the back faces in solid shading view.
As I remember there was this Blender to Radiant script being developed in the old Nexuiz forums (now renamed to Xonotic), might be worth exploring.
http://www.katsbits.com/ is a website by someone who uses Blender with quake-based engines and radiant editor. He has all sorts of tutorials, including making quake 4 maps and similar.
http://blenderartists.org/forum/showthread.php?t=201179 here's a FPS template for 2.54 game engine to look around your levels. I tested it with 2.55 as well and it seems to work fine.
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