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Blender

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« Reply #20 on: October 02, 2012, 10:17:45 pm »

Wait, it's not just blackness, is it? Because that's usually due to not having any lighting set up (I did that a few times)
If the texture shows up in Multitexture setting, then you know your mapping is fine.

But yeah, mapping is really hard to do properly. Do you know a decent method for making seamless textures in GIMP, btw?
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« Reply #21 on: October 02, 2012, 10:37:51 pm »

There's some blackness in the Textured mode of the non-engine part; but when I play the game, it's fine(I do have one lamp, since nothing else likes to work. =P), however, the texture just doesn't show, it's simply the material I used for the ground. =/

Not yet; I haven't gotten that far into texturing. The one time I did try, I was pixel spriting by hand. Haven't tried for higher res textures just yet. My advice would be to try and match everything up on each side, though; even if you need to manually pixel sprite some spots.
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« Reply #22 on: October 08, 2012, 03:49:05 pm »

Is your material set to use the ground texture perhaps?

Does anyone happen to know how to convert Blender models to .t3d? I'm trying to make a Deus Ex mod using the Unreal Editor.
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« Reply #23 on: October 08, 2012, 09:03:32 pm »

I'm going to suggest that, if either of you decide to try to do a short film, you create a visual to go along with this. Tongue
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« Reply #24 on: October 09, 2012, 08:11:06 pm »

I was planning to do a film noir next. I just attempted to imagine Humphrey Bogart or Marlon Brando saying those lines...
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« Reply #25 on: October 11, 2012, 02:24:58 pm »

KF: I think there's a Python mod to do that, if it's not a default option. =)

Also, I'm not sure of the texture settings, I'll check it when I have a chance. That might be part of the problem. =)
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« Reply #26 on: October 27, 2012, 11:26:27 am »

I decided to make a point-and-click adventure game in Blender. Probably not the best engine to do this with, but whatever.
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« Reply #27 on: October 27, 2012, 08:29:08 pm »

That sounds like it'd be intriguing. Something like Myst or Mist or however you say it, then?
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« Reply #28 on: October 27, 2012, 09:06:42 pm »

Though I'm ashamed to admit it, I have never played any of the Myst games. The only adventure game I've played (other than online arcade games) is Syberia. I'm not really sure where I'll take it, but I'd like to integrate a mystery-type story with good cinematic presentation. So far, the character moves where the mouse clicks and goes to different scenes when exiting the current one.
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« Reply #29 on: October 27, 2012, 10:21:04 pm »

King's Quest.  Watch Let's Plays.  That is all.  Grin
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« Reply #30 on: October 28, 2012, 09:55:31 am »

*Looks around shiftily* I still need to play Myst myself... =( Though, I'd imagine it'd be kinda similar to MNOLG, if you've played that?
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« Reply #31 on: October 28, 2012, 10:04:55 am »

Have I played MNOLG? Are you kidding? I played both religiously for way too long. I should still have them somewhere on my computer, come to think of it.
Mine is more like the second, because it's 3rd person. Actually, I'm drawing inspiration from a steampunk Mata Nui.

Edit: Also, I intend to make conversations a little more interesting by going to a close-up of the people and having lots of different options.
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« Reply #32 on: October 28, 2012, 11:46:59 am »

Just checking; I figured you had. =P But yeah, I've heard Myst is kinda like MNOLG 1, so yeah. And that sounds pretty cool, actually. So, it'd be like controlling Hahli?
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« Reply #33 on: October 28, 2012, 11:52:19 am »

Yes, except it's humans instead of Bionicle. Also, I plan to make it hand-drawn with digital coloring, so it's at least pseudo-artistic. Tongue
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« Reply #34 on: October 28, 2012, 12:50:38 pm »

That would be pretty interesting. Using the motion capture stuff?
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« Reply #35 on: October 28, 2012, 01:00:25 pm »

I've never looked at Blender's motion capture functions. Don't you need a MoCap suit to do that?
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« Reply #36 on: October 28, 2012, 03:05:03 pm »

No; they've got features to just attach 'spots' and such; it's not motion capture for models; it's importing a real-world scene for stuff; might be useful for importing your drawing.
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« Reply #37 on: November 09, 2012, 03:28:42 pm »

About the textures; just got a chance to test out my texture in Multitextured mode; it works. But it just doesn't show in GLSL.
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« Reply #38 on: November 09, 2012, 06:23:51 pm »

I see. Did you set the texture coordinates to UV?
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« Reply #39 on: November 09, 2012, 07:54:49 pm »

I believe so; I just did a basic unmapping, though; since it is just a grass texture. And it shows up perfectly in-game on Multitextured, but since GLSL is supposed to be the best, I'd prefer to have that... =/
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I'm beet. I don't think I'll do homework tonight.
So, you're a vegetable? Tongue
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