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Jasiek 2009-06-09 20:42

I wouldn't understand the stuff in that link anyway, so I'll pass :p. I'm just interested from the perspective of a level designer/modeller with all the little details and how easy will they be to apply/use.

Anyway, really cool to hear there'll be nice effects!!!!

Kobold 2009-06-09 21:32

What's the goal of this project? I got lost when you were discussing files from the LBA 1 remake.

Jasiek 2009-06-09 22:03

An OpenSource LBA engine, which everyone can use to create LBA games. At least that's how I understand it.

Btw. Managed to convert some models :).

Jasiek 2009-06-10 00:16

Here's a pic of my grobo clones in Blender:
They still need a baton. And I need to model the white clone.
The Soldier:
Will upload the soldier when I find the rifle. Now, the rifle I made is tricky to animate, because it doesn't have a trigger, only a lever like a fire hose, so each time the soldier fires, he pulls the lever. So from the Funfrock minions I have the white clone, flying Grobos, Rabibunny and sphero clones, three mutant types and the workers left.

Mind you, that my Grobos have simple short feet and hands, so they might not look compatible with Horadrims. I also have an unfinished Rabibunny character.

Also converted the salesman, doctor, nurse, tree and the catamaran.

Took me an hour to find the Rabibunny...

Kitarii 2009-06-10 02:08

I love those groboclones, why did you stop LBAR Jasiek?!

RosaMarietheCow 2009-06-10 09:39

Yeah, thatv would have been so cool! Nice clones btw. Same with the others but, well just my opinion, you're rabbibunny looks to much like an actual rabbit. Not sure what you were trying to make it look like though. First time i've looked at this thread

David 2009-06-10 09:59

Jasiek :
I see all those models are bipeds.
Could you try to rig /animate them, using armature at thread #91
picked from
This armature communicates with my engine, you can change bone position/length, add/remove animation, but you cannot add/remove bones nor changing their names

David 2009-06-10 11:18

I forgot to put my python script output here, I LOVE blender API, asking info from the scene never has been so easy.
This script that communicates between your map and my engine starts like this :

export map to txt file
there are 39 mesh objects in actual scene
there are 26 texture in actual scene
66 faces with texture alarmConsole.png
71 faces with texture bricks.tga
366 faces with texture candyMachine.png
2 faces with texture Carpet.tga
2 faces with texture Carpet_Angle.tga
2 faces with texture Carpet_end.tga
245 faces with texture cashRegister.png
24 faces with texture columnMain.png
26 faces with texture columnMain2.png
6 faces with texture columnTop.png
22 faces with texture columnTop2.png
38 faces with texture Desk.tga
3345 faces with texture flask_glass.PNG
316 faces with texture green leather chair.p
1792 faces with texture jug1.png
1296 faces with texture jug2.png
1353 faces with texture Lamp.png
1284 faces with texture Leg.tga
45 faces with texture marble slates.tga
14 faces with texture marble slates_dark2.t
1628 faces with texture parapet2.png
52 faces with texture parapet3.png
13 faces with texture parget.png
180 faces with texture raft.png
4 faces with texture stairs slate_1.png
10 faces with texture Top Slates.png

maybe those statistics can be useful to you ?
I think today I'll get your scene in my engine :)

Jasiek 2009-06-10 11:54

I guess I can try it with the armature, although that would require more of Blender indepth learning to do. I'd rather convert all that I can first, and do some other models.

Anyway, you should also be able to set some stuff to passable (stuff like grass or flower sprites etc. you don't need to calculate any collision for them, but they just look nicer). How will the menu and splash screens work? I have a quite nice art piece I made for the menu background I'd like to use later on (which I'd like to reserve for the remaking of LBA1 if you dn't mind ;) ). I also have animated buttons for the menu Quetch made for me once.

Also, will be gone for the next two days!

David 2009-06-10 12:09

Get this "must have" DVD :
Teach you how to rig your mesh with already made armature (like the one I used !) and how to make your own walk/run cycle. And many other useful stuff.
All my animations are 100% inspired from this DVD

Jasiek 2009-06-11 21:26

Hey, thanks! I'll look into it ;).

Here's a screenshot of a white Grobo Clone. Unlike the Red,Green,Yellow ones it's not just a different texture. I'll base my other grobo models on this one.

I don't think you can use that single armature for all of the models.
The Grobos need bones in the ears and trunk. Rabibunnues need bones in their ears. Quetches need bones in their ponytails. Then there's custom stuff like weapons and the briefcase for the sailsman. And obviously the main characters, like Twinsen, Zoe, Funfrock, Dinofly need more bones for the faces (eyes, lips, fingers). There's the horse too!

Horadrim 2009-06-12 04:14

Um... Jas, why is this condom on the grobo`s trunk?

Jasiek 2009-06-12 04:25

And when was the last time you looked at the LBA1 models? ;)

David 2009-06-12 11:31

Nice models !
Please make them with T position, for easy rigging

Yes armature is basic but can be extended without problems. But it should be used only for bipeds.
I haven't planned any splash screen nor menu navigation...
I keep my FLTK interface, until demo is finished. Then I'll make a fullscreen / opengl menu.

Get my 3D LBA map viewer : (only one map by now)
The pharmacy has a python script which you can use to see any maps !! Just copy / paste it in any other map, CLEAN ALL TRANSFORMATION (Alt G, Alt S, Alt R), run script (Alt P). Also check console.

Jasiek 2009-06-12 12:45

No Linux executable? :(
Doesn't work under wine. There's some black stuff in front of the map, when I press esc I can see it for a second before the program quits (under wine that is).

It works really well under Windows (had to go to the kitchen to test it damnit!). I even forced anti-aliasing and anisotropic filtering on it without any visible performance loss. Really liked the soft gouraud shading you used. I don't think you'll need to use it on the characters though. There will be a lot of awkward polygons visible on them, and they have shading drawn on them anyways. I tried it in Blender, and character models without "light" in the "texture face" menu look a lot better.

David 2009-06-12 13:34

I'll put a linux version here. Grab me a beer from your freezer ! LOL
Don't understand the way you use gouraud shading, I use SET SMOOTH and SET SOLID for that.

Jasiek 2009-06-12 14:10

Yeah, me too, but your viewer uses Gouraud. Look at the base of the jawbraker dispencer, I did set it to smooth, but when you use Gouraud it gets weird shadows on some faces. Same goes for characters who are a lot more irregular that way.

Anyway, only thing I'm saying is that the characters may look better unshaded, with just smooth set to them.

David 2009-06-12 16:50

In blender,
smooth = gouraud shading
solid = flat shading
No ?

You meen it looks better with flat shading ?
I made it work perfectly with linux, I'll upload binary monday :) (no internet home)

Kitarii 2009-06-12 18:27


Originally Posted by Jasiek (Post 382410)
And when was the last time you looked at the LBA1 models? ;)

Actually he's not wearing anything on his trunk (or hardly wearing anything at all, in fact).
Well that's the way I always saw it, that he was wearing a little blue mask.
It's kind of weird now I've analysed it...

Jasiek 2009-06-12 19:41

Kit, all Grobos in LBA1 have bare legs, I think this one has blue skin and white clothes and a "sleeve" on the trunk.

David, this is what I mean:
Note: Don't pay attention to the texture, it's not finished yet.

Left one has SET SMOOTH on, right one has SET SMOOTH + Light(in Texture Face tab). Left one looks better imho. It's smooth but is "non receptive" to light. All faces are lit evenly. It just looks like it has more faces that way.

I may be wrong on the source of it though, cause now that I look into it, in texture mode there isn't really any difference between smooth and solid... Anyway, I meant that the characters should look like the Grobo on the left, and not on the right.

Darkflame 2009-06-12 19:50


Originally Posted by Kitarii (Post 382434)
Actually he's not wearing anything on his trunk (or hardly wearing anything at all, in fact).
Well that's the way I always saw it, that he was wearing a little blue mask.
It's kind of weird now I've analysed it...

I think the whiteness of the trunk is supposed to be, like, a filter for the mouth that doctors/nurse's should wear when dealing with patients.

Kitarii 2009-06-12 20:02

Jasiek, I think the right one looks better.
DF, yeah that makes sense but because the clothes are grey (like elephants) I always assumed it was just skin.

David 2009-06-12 20:03

jasiek : could you post the same photo, but with texture desactivated ? (shift T).
I supose left one would be completely white and right one shadowed.
Left one would be different on being solid or smooth ?

Is grobo white skin, naked, wearing a blue mask or blue skin and wearing a white suit ?? LOL !!
And actually, what makes you think he is a doctor ?

Jasiek 2009-06-12 20:11

No Shift-T, there's only Shift-Z, the model turns all black (hotkeys in Blender differ a bit from windows to Linux btw). I get the same effect as in my picture when I change Viewport Shading from Textured to Solid. In Shaded it's all black.

I don't think he's a doctor, more like wearing something like a "haz-mat" suit. Kit, on the right one trying to make a nice texture is totally pointless, on the left one you see all the nuances of the texture. Maybe if the shading was REALLY subtle...

Kobold 2009-06-12 20:25

The supergrobos are doctors, or rather nurses.

Originally Posted by Little Big Adventure\Relentless quote #928
But to get in you must be able to defeat the Supergros (the nurses equipped with tablet launchers!).

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