Archive for the 'Visuals' Category
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 [...]
Posted in Cyphesis, Media, Models, Project | 1 Comment »
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 [...]
Posted in Media, Textures, Visuals | 4 Comments »
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 [...]
Posted in Models, Sear | 4 Comments »
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 [...]
Posted in Models, Textures, Visuals | 1 Comment »
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 [...]
Posted in Media, Models, Textures | 8 Comments »
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. [...]
Posted in Media, Models, Textures, Visuals | 5 Comments »
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 [...]
Posted in Models, Textures, Visuals | 4 Comments »
Friday, February 3rd, 2006
With the new IK System from Blender, the animation process has become much easier. The new rig also helps because of the automation contraints. I also went ahead and gave the hands a full set of fingers because I am seeing this in many commercial games. The current animations that you see are going [...]
Posted in Software, Visuals | 1 Comment »
Friday, January 20th, 2006
A problem slowing the creation of maps is that there are no easy to use tools for doing it. There is a building editor in Ember, and although it is quite flexible, it is not yet very intuitive to use, and operates on a quite detailed level.
So here’s a suggestion for a very simple [...]
Posted in Clients, Models, Servers, Tools | 6 Comments »
Monday, October 24th, 2005
A castle project has been initiated in to production. The goal of the project is to create a large immersive castle world. The castle will contain everything from the royal court, servants living quarters to armory, keep, shops, inn, smithing, the list is exhaustive.
The plan is to use as much of the [...]
Posted in Visuals | 8 Comments »