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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #1476  
Old 2010-10-06, 19:42
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Viewing the textures in blender doesn't work for me, what do I need to do in order to see them?
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  #1477  
Old 2010-10-06, 19:47
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run the script trunk\blender script\texture_rename.py from the blender text editor, save and reload
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  #1478  
Old 2010-10-06, 19:49
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Quote:
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run the script trunk\blender script\texture_rename.py from the blender text editor, save and reload
Blender reports that there was no Python found (I had Python 2.5 installed previously, now installed the latest 2.7 and it still says it wasn't found.)
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  #1479  
Old 2010-10-06, 19:54
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You better reinstall blender then, it tells you at the end which version of python is needed
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  #1480  
Old 2010-10-06, 20:21
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Quote:
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less work for me, and also you can share textures between objects and maps

Go for it then, I'll manage.
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  #1481  
Old 2010-10-06, 21:45
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I saw that dino-fly is in progress at the overview thread, just wondering if any one is modeling him, if not him can be my next model.
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  #1482  
Old 2010-10-06, 22:01
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You are modeling it no ? That's why it's in WIP list
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  #1483  
Old 2010-10-06, 22:08
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Not yet but keep him on the list because Im going to start with him now
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  #1484  
Old 2010-10-06, 22:50
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I'm currently comiting an update of LSAV7 demo with trash truck in near pharmacy map, should be ready in half an hour if my connection want it.
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  #1485  
Old 2010-10-06, 23:32
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I'm currently comiting an update of LSAV7 demo with trash truck in near pharmacy map, should be ready in half an hour if my connection want it.
How does that work? F1, F2, and F3 are all garbled for me.
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  #1486  
Old 2010-10-07, 00:00
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you are running the development version, in trunk. LSAV7 is in tag folder. Follow the download link in my sig
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  #1487  
Old 2010-10-07, 01:15
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Pretty nice. What's what Monkey Head doing in there though?
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  #1488  
Old 2010-10-07, 02:07
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Flip_One

I was meaning to do the Dino-Fly based on that art piece I found (news thread), as a tribute to that artist.
That's why it's on the list (I basically add stuff to the list if I have ideas about them and don't want someone to do it before me ).
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  #1489  
Old 2010-10-07, 10:00
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the monkey head is Suzanne, the logo of best modeling software ever, Blender. When Jasiek is done with the FF bust, he will replace it.
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  #1490  
Old 2010-10-07, 10:02
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Jasiek@ Then... you do? or I do?

----------------------------------------------

Coool!



Maybe I sould make the textures a bit darker?, or its enough that way?

I still think that twinsen needs a jump animation

PD: rabibuny wants to fly xD

EDIT: The game runs nice on my computer but for a small vibration that constantly the screen does.
I have Nvidia GeForce 6800 XT.

Last edited by Flip_One; 2010-10-07 at 10:32.
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  #1491  
Old 2010-10-07, 17:54
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Vibrations will be removed soon
I'm not sure truck colors fit Jasiek style ...
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  #1492  
Old 2010-10-07, 18:29
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Jasiek told me to keep original LBA set of colours and thats what I did... maybe if I make them look darker and change the yellow part with some light green it would fit better..or what do you think about?
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  #1493  
Old 2010-10-07, 19:15
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No, these aren't the original LBA colors.
For the texture to match Jan's style, it needs to be desaturated first. Then you'll need to put on top a layer that defines the material. What is this object made of? What Jan does specifically in his art, is simplify this. Metal will be perhaps depicted as brushed metal, but only in the shape of many faded parralel lines and beveled edges. This is just one example, though.
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  #1494  
Old 2010-10-07, 19:31
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I was talking about colours(pink,blue)..but Im with you that this needs some desaturation.
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  #1495  
Old 2010-10-07, 19:35
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Quote:
Originally Posted by Bot13 View Post
No, these aren't the original LBA colors.
For the texture to match Jan's style, it needs to be desaturated first. Then you'll need to put on top a layer that defines the material. What is this object made of? What Jan does specifically in his art, is simplify this. Metal will be perhaps depicted as brushed metal, but only in the shape of many faded parralel lines and beveled edges. This is just one example, though.
I approve of this post
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  #1496  
Old 2010-10-07, 20:25
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Quote:
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I approve of this post
Good, because I'm currently unwrapping the buggy and will start texturing it soon
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  #1497  
Old 2010-10-07, 22:14
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I merged all the models in one folder "trunk/models" It has all blender files, textures, and exported files.
I'm sorry if this is annoying but that will make things to me way easier, specially now I'm defining a unic format for objects/maps/characters.


Also I removed the author in beginning of files since credits are in thread project overview and lsa readme.txt file.

Please check if the FF bust is ok, I had to rename some textures as they were identical to FF character
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  #1498  
Old 2010-10-08, 03:44
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Before I linked meshes (like the monkey statue) in blender maps, but you lose all the modifiers like edge split since they are related to objects, not meshes.
If you link objects, you can't change position / translation / rotation unless you do it in original file. Forget about it
So there is only one solution, linking groups. Here is a tutorial
http://www.tutorialsforblender3d.com...ry_Link_3.html
I already updated the exporter to support group. I can now link the trash truck with edgesplit modifier applied on it, and move it where I want in the scene. Exporting worked
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  #1499  
Old 2010-10-08, 10:17
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I desaturated the truck and updated the textures on SVN now it should fit more than before with the other models:

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  #1500  
Old 2010-10-08, 10:46
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yeah that's better
I saw the textures and I think you should add more details, some big areas are just a single color, like front part of truck. As Bot13 said, you could add brushed metal
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