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Thursday, June 7, 2012 - 08:27

Added them... (although the "mercenary" was somewhat dirty, scaling down and some color change make it good, I think)... The "mysterious" will force me to do a new model (the mercenary, with some adjusts to the "bar owner" model, we could get something similar)...

 

 

Sunday, June 3, 2012 - 09:28

@nubux Both versions are excellent! Now I have to do some re-texturize on our models too, to these variations (we'll use both variations, as people should be a lot different between places)...

@qubodup I've added your to DNT anyway, as it was for sure better than the previous one.

Saturday, June 2, 2012 - 09:29

@nubux: Added them all, thanks a lot!... Also, the layered sources should be very usefull for some easy variations...

Friday, June 1, 2012 - 11:54

@qubodup: It's not bad at all... in fact, it's better than anything I could do myself!

 

@nubux: Great portraits, thanks a lot! I'll definitly add then to DNT (I like their felling)... And, about the licenses, even if they are just CC0 I'll credit you...

And I believe you all (scribe, nubus and qubodup) should submit the created portraits here in OGA for other projects to use them (and not just DNT), as I believe they could have some use for a lot of projects;

Wednesday, May 30, 2012 - 09:30

Firstly, I'm a dev from DNT.

 

@qubodup Seeing all the NPC portraits side by side remember me how bad they are! I'm happy that OGA exists...

 

@scribe  Great portrait! I'll add it to DNT and will credit you...

Wednesday, May 23, 2012 - 10:34

Both options make sense to me, but I vote for another item - as they are created in different times -  to it appear in the front page...

Saturday, May 5, 2012 - 08:33

@Svenskmand : It's from our ~7 years old project, DNT, more specifically, its map editor.

If you wanna look into the code for the tile editor, it's here (need some cleanup, though). The function to look into is void TileWall::setTileModels(). The idea is for each possible tile, check its neighbors and, based on its numbers and relative positions to the current one, set the current tile model... 

Friday, May 4, 2012 - 16:21

Fantastic work, skorpio!

 

Here's a quick video of an example of using this tileset:

http://vimeo.com/41580371

Saturday, April 21, 2012 - 12:11

Don't know if they looked at the patch or not.

To make things easer for them to test the patch, I've uploaded here a car model, based on mime old focus texture (but with a new uvmap) with all definitions files for trigger usage (.vehicle definition and with .obj and .mtl exported) among with the related .blend and .svg:

http://opengameart.org/content/trigger-nimrud

Monday, April 16, 2012 - 20:39

Just to point that I finally had some time and implemented the .obj support for trigger:

 

Trigger Rally with an .obj car!

 

There are some restrictions (mainly due to the way the trigger engine is implemented, but sometimes for easy implementation) to the .obj (nothing the blender exporter couldn't handle):
- Just a single material per .obj;
- All faces must be triangles.
- The material is somewhat ignored, only loaded the texture defined by it;

 

I've submitted a patch here: http://sourceforge.net/tracker/?func=detail&aid=3518605&group_id=157028&...

 

 Hope they find it usefull.

 

EDIT: Just forgot to tell the license the patch is: GPLv2 or latter.

 

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