Thanks for the replies, the models looks much nicer now :).
I have another question : when I load the goblin or the zombie, I have problems with the height of theses models : when it walks feets are bellow the ground but when it dies the height is ok. I saw the scale of the armature was not 1.0 for thoose models, how can I change this without altering the mesh ?
2 months ago, I started writing a .blend (2.49) file viewer in webGL. Now for my personnal use I use md5 files, so I don't think the blend loader's code will evolve a lot. Anyway it's licenced under GPL 3, so you can take some portions of code if you wish. But the code is quite dirty and poorly commented :P. The loader does not handle animations, nor is able to unpack texture files (I was close to achieve it) http://www-valoria.univ-ubs.fr/Nicolas.Bonnel/3D/loader.html
I played a game with firefox b4.0, I went till level 14, no crash but some slowdowns, especially when there is a lot of npcs.
On the gameplay : I started shooting in front of me, but after having taken some chest, I only shooted in the rear until the end of the game. Is this intended ?
I just have implemented both interpolations. I find that slerp give better results, but I will perform some test with more models to see the computation cost of slerp vs nlerp. For the moment the frames shown are hardcoded (4->11 = walking on the skeleton model), I will change this soon.
It seems so simple to draw these spaceships ... Nice tutorial. What main tool do you use for this ?
First post updated, I ll post the changelog here now :
- Added sky, fog and a grid system for optimization, there is now 2000 objects on the map and the demo should run on lower hardware.
- Added static models (chest, house, shrine, trees). Added monsters : minotaur and antlion (special thanks to pfunked : you made awesome stuff).
- Linked a sword to the skeleton model : you can now attack monsters.
- Added collision detection
- Monsters have an health disk bellow them and can now die.
- Improved drawing (objects in the view radius but in the back are not drawn anymore)
Thanks for the replies, the models looks much nicer now :).
I have another question : when I load the goblin or the zombie, I have problems with the height of theses models : when it walks feets are bellow the ground but when it dies the height is ok. I saw the scale of the armature was not 1.0 for thoose models, how can I change this without altering the mesh ?
Wow, great work johndh !
Hi Clint,
I'm currently working on your goblin with blender 2.49, I have a few questions :
- Your models are untextured, but vertices have a colour : is it possible to generate a texture from the vertices colour ?
- What method should I use to unwarp UV ? (for the moment I use smart projection)
- Is there other tools for painting than the brush ? Can I fill a face with a color ?
Hi,
2 months ago, I started writing a .blend (2.49) file viewer in webGL. Now for my personnal use I use md5 files, so I don't think the blend loader's code will evolve a lot. Anyway it's licenced under GPL 3, so you can take some portions of code if you wish. But the code is quite dirty and poorly commented :P. The loader does not handle animations, nor is able to unpack texture files (I was close to achieve it) http://www-valoria.univ-ubs.fr/Nicolas.Bonnel/3D/loader.html
I played a game with firefox b4.0, I went till level 14, no crash but some slowdowns, especially when there is a lot of npcs.
On the gameplay : I started shooting in front of me, but after having taken some chest, I only shooted in the rear until the end of the game. Is this intended ?
I just have implemented both interpolations. I find that slerp give better results, but I will perform some test with more models to see the computation cost of slerp vs nlerp. For the moment the frames shown are hardcoded (4->11 = walking on the skeleton model), I will change this soon.
Nice one !
md5mesh and md5anim are quite "nice" text based and proven file formats. There are Exporters for Blender <2.5 and >=2.5
...
Tartos, if you use http://jsfromhell.com/classes/binary-parser then I'm sure ascii is on par with binary for java/js because that code *parses* IEEE floats 32 bit, *bitwise*.
Ok you convinced me :). I looked at this format and it seems to do the trick. It will save me some time. Thanks for the answers.
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