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Sunday, August 16, 2015 - 11:03

This seems close to what you want but I don't know how to do the other corners and get all to match up.

Sunday, August 16, 2015 - 02:00

almost got it, put it up tomorrow

Saturday, August 15, 2015 - 22:11

I assumed you would slice that one up. but then there is the problem of seams, are they seamless textures ?

 

Saturday, August 15, 2015 - 21:08

will this work ?

Friday, March 20, 2015 - 13:15

I understand your concern, just seems like precalculated animations will be costly in terms of memory and alot more work to prepare. I am working on my own bone design but it is more of a detached model design where objects attach to the bones but not each other. my goal is to create a procedural engine where most of the content could be created from scripts and in game design tools even animations. I dont have an engine at this time but I've been looking at maybe using the bare game engine in the future since it is sdl2 like my stuff.I've played with the castle game engine in the past but didn't really care for the X3D design.

Monday, March 16, 2015 - 15:05

In case you havent noticed the tera engine has been open sourced
https://github.com/Relfos/TERRA-Engine
bone animations can be done in blender and it is the way games like morrowind do animations. I use to do some modding in oblivion and it was the first time I used blender. if you want to learn to model like oblivion the best place to start is here.
http://wiki.tesnexus.com/index.php/Main_Page
and
http://forums.nexusmods.com/

Sunday, March 15, 2015 - 14:42

you could just use an engine that supports bones

http://www.pascalgameengine.com

Saturday, July 19, 2014 - 10:46

Really! If you can tell a palette was generated mechanically just by looking at it... then how come you were wrong about Gravity's? Pro tip: see what I wrote above about neighboring colors influencing each other, and the degree of coverage altering your perception of a color. Ever watched a graphic artist at work? Even they make sure to check out the hex code, despite having more than enough practice to eyeball colors. It's that subtle. And yes, the human eye can distinguish shades quite close to each other. Just... not always in the same way.

thats the point. I couldn't so why would I worry about it. 

Saturday, July 19, 2014 - 08:46

Mine, perhaps, since it was created procedurally. But the Gravity palette? Take a look at the actual color codes, they're more subtle than they seem. There's some degree of repeating values in the HSV space, but even there I don't see a rule.

if you have to look at the values to tell the difference then its probably not worth worring about.

Yep, beware procedurally generated palettes! My colour choices (which are not always the best) had a general improvement when I began choosing colors according to how they looked rather than to their numeric values (be it RGB or HSV). I think that the point is what claudeb said, that colors look differently according to their neighbors and their placing in the piece (I think the correct term is clustering). That will hardly be captured by the color's numeric values.

procedurally generated palettes can be a useful tool  to narrow down your chooses. I prefer them over a color wheel.

Friday, July 18, 2014 - 00:41

I don't make palettes really, I am a programmer working on procedural design tools. seeing your palette just made me think that it could be created from a script rather than storing all that data. sorry I guess that just the programmer in me. if i do make a script to reproduce your palette I will call it GravityPalette1. anyway seeing the Tango Icon gave me the Idea that I could create a custom UI for each palette. that would make them easier to use.

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