Archive for the 'Media' Category

WOMBAT 0.0.3 released.

Wednesday, July 2nd, 2008

Probably the last release of the current sprint, I’m glad to announce WOMBAT 0.0.3.
Changes to 0.0.2:

Only scan media repository once
Show “Latest Additions”

As before, my home box has a demo.

WOMBAT 0.0.1 released.

Tuesday, July 1st, 2008

The WorldForge team is proud to present the first release of WOMBAT, the WorldForge Open Media Browser/Archive Tool.
WOMBAT aims to improve the user experience browsing our media repository by providing a nice web front-end and, in later versions, search (and maybe even upload) features.
As you can tell from the version number, WOMBAT is still very […]

Plunger 0.1.0 released

Friday, June 22nd, 2007

Plunger version 0.1.0 has been released and is available from the WorldForge download site.
Plunger is a 3D mesh converter. It currently imports Collada, OgreXML and Sear’s object format and exports Collada, OgreXML, Sear’s object format, MD3 and a text summary about the model.
Plunger is written in Python.
Source Code tar.gz

Welcome Castlegard

Monday, November 13th, 2006

Kai finally got around to place jayr’s fantastic castle on the mason map.
Now people can start exploring the castle, and we can get started adding some gameplay.
Castle defence anyone?
Further screenshots of the castle, which should be included in the next cyphesis release, can be found at:
Approaching Castlegard
Closer look at Castlegard’s entrace
Bird’s eye
Bird’s eye 2
Morning bird’s […]

New Texture resources

Wednesday, June 28th, 2006

Worldforge media SVN has long contained a category named \resources\texture_base
This section has now been vastly increased by the addition of imagery from north-western Europe, including lots of midieval-style buildings. Some imagery concerning plants and animal life has also be added. The imagery has been taken with texture production in mind, and it it is […]

Getting the castle into the system

Friday, April 28th, 2006

It has taken a lot of mangling, bug fixing, and even some new features, but I have finally got xrenmilay’s excellent keep model into the system. Here is a view in sear of the keep placed in a quiet valley in Moraf, just to the east of the pig sty.

There are still some client bugs […]

Keep

Saturday, April 15th, 2006

I guess you guys already found the keep model. I was going to post on Monday but today will work. This model builds on everthing that I have done. Same textures, dimension, same doors etc.
Keep model is located here. I have uploaded Ogre xml files as well as a md3 file.
The keep textures are located […]

Friday, April 14th, 2006

The house model is complete using the WorldForge template type of system. Additional content such as doors and two shutters supplied with this model as well. New textures for the floor, the inner walls and the straw roof were generated and have been uploaded. The keep model is complete for the most part […]

Castle Project Status

Wednesday, March 8th, 2006

The castle project is well underway and the outer walls of the castle are complete. This includes the curtain walls, don jon, two bailies, armory, gateway, draw bridge. Templated textures for the walls, the roof and the floor of the castle were also generated. The castle floor contains several layers that creates the dynamic look. […]

Goblin Exported to Ember

Wednesday, February 15th, 2006

Exported the goblin out of Blender 2.3. I added a couple of animations, a run and a taunt. The plan for this model is to clean it up when I bring it into Blender 2.41. This is going to happen when the Cal3D or the OGRE scripts are fixed. Currently neither of […]


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