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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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  #1276  
Old 2010-09-11, 14:24
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Jasiek Jasiek is offline
Do the evolution.
 
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Yeah, that's the same conclusion I came to.

EDIT:
Rat and bug are done.

EDIT2:
Seagull is done (in two versions, a flying and a standing one)

Planning to add:
A crab, a frog, a bat, a turtle, a horse and a vulture in the future. Maybe some small sparrow-like birds too.
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Last edited by Jasiek; 2010-09-11 at 21:34.
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  #1277  
Old 2010-09-11, 23:33
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Mazaka151 Mazaka151 is offline
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What exactly is the goal of little script adventure? i only downloaded something that allowed me to walk around with a few grobos running around (true 3d ofc which is awesome)
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  #1278  
Old 2010-09-11, 23:42
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Jasiek Jasiek is offline
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There's going to be a description under the sub-forums name in a few minutes.
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  #1279  
Old 2010-09-11, 23:50
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latest working version here

http://lsa-svn.svn.sourceforge.net/v...runk/?view=tar
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  #1280  
Old 2010-09-12, 00:48
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could't find file maps//citadel_harbor.txt in working directory (it's couldn't btw)
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  #1281  
Old 2010-09-12, 13:20
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I'm suprised I haven't seen this topic yet, although when I read the first page I recognised it. Guessing it was renamed because of a discovery or update.

I tried flicking through the thread to look at all the screenshots but Firefox was so slow to load each page that I gave up. - The few screenshots I did see were pretty awesome.

I wish I knew how to use Blender, I've learned how to use: Autocad, Inventor, Solidworks and have used 3DS Max here and there. I've got 3 books on 3DS Max which I should read sometime as it teaches you how to make an animated model.. right from not understanding a single thing about the UI.
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  #1282  
Old 2010-09-12, 18:29
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Mazaka151 Mazaka151 is offline
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Quote:
Originally Posted by Jasiek View Post
There's going to be a description under the sub-forums name in a few minutes.
When? Where?
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  #1283  
Old 2010-09-12, 18:43
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Quote:
Originally Posted by mazaka151 View Post
When? Where?
Here, yesterday.
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  #1284  
Old 2010-09-12, 18:52
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Mazaka151 Mazaka151 is offline
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Thats a small descritption
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  #1285  
Old 2010-09-12, 20:21
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Jasiek Jasiek is offline
Do the evolution.
 
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Should I write you a sonet?
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  #1286  
Old 2010-09-12, 20:22
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Totally
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  #1287  
Old 2010-09-12, 22:17
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MatheusMK3 MatheusMK3 is offline
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Made an nitro-mecha-penguin.
The zipp'd file includes it's .blend file.
Attached Thumbnails
Click image for larger version

Name:	penguin.jpg‎
Views:	116
Size:	28.1 KB
ID:	8488  
Attached Files
File Type: zip penguin.zip‎ (45.1 KB, 117 views)
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  #1288  
Old 2010-09-12, 22:49
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Cool I guess, but it's waaaat too high poly, and at the same time really low on detail. Maybe try and reduce the polygon amount, but at the same time add more detail and paint a more elaborate texture?
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  #1289  
Old 2010-09-12, 22:57
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High Poly Good Poly, Increase ur hardware levels and u be fine =)
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  #1290  
Old 2010-09-12, 23:00
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Quote:
Originally Posted by mazaka151 View Post
High Poly Good Poly, Increase ur hardware levels and u be fine =)
What? You don't seem to understand this well. High-poly is only good for pre-rendering, not for rendering! If you're rendering live, high polies slow you down a ton.
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  #1291  
Old 2010-09-12, 23:03
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Quote:
Originally Posted by mazaka151 View Post
High Poly Good Poly, Increase ur hardware levels and u be fine =)
If it were that easy..xD
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  #1292  
Old 2010-09-12, 23:11
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High poly be good, if its Huge amount of poly then its bad, it depends HOW high

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If it were that easy..xD
It is , Money
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  #1293  
Old 2010-09-12, 23:34
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Its not efficient. Why lagg a game with things than could be corrected.

That would only limit what the user could do and with less lagg it means you can use the resources you have to do more impressive things, like seeing more of the map.. or doing cool effects.


High polygons are only good if the detail in the model is high and even then most of the time they are used in cinematics not realtime gameplay from as far as I know.

Low polygons take less time to render so they are ideal. It all comes down to what your rendering and also what you want to choose; detail or speed.
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  #1294  
Old 2010-09-12, 23:44
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i choose both
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  #1295  
Old 2010-09-13, 00:13
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The model i sent have no subsurf applied, so you can change it (and even remove it).
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  #1296  
Old 2010-09-13, 08:32
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Mazaka sounds like the stereotypical Russian guy in movies:

"use higher poly. is good poly. is good, you trust me"
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  #1297  
Old 2010-09-13, 12:09
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A little more polygons and you'll get a fantastic model !

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  #1298  
Old 2010-09-13, 14:37
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Mazaka151 Mazaka151 is offline
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xD no im not russian i just wanted a simple brute ehhh sentence
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  #1299  
Old 2010-09-13, 16:51
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What about the sound stuff?, It needs someone good to make the music and the fx wich is something esential on a lba game. The most magic on lba to me is on its soundtrack.
I think that on the forum are some people with this kind of abilities.
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  #1300  
Old 2010-09-13, 16:54
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Kitarri will take care of the music, he told me he'll compose new tracks for lsa. We are in charge of hunting sound effects on the web. I made a ogg player in the demo folder, it needs multiplatform support I suppose, didn't try it on linux.
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