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  1. Sci-Fi RoR

    , 09-01-11 at 03:50 PM
    We all knew that RoR was very versatile. But lastly, a step has been done to science fiction, which was not really represented yet (at least for terrains).

    Tatanovitch (or MrTatanovitch on youtube) started on a Mars terrain and made some really cool vids, whith a little 2001 space odyssey feel IMHO, and are worth being published here.
    Discuss and comment on the following thread: MINIREDMARS

    To complete the post, I attach the video of Futurotrack as well, my last map, which you can download here: 3961
    I think it kinda fits the atmosphere.

  2. OgreMeshTool - new release 1.3.1

    , 08-19-11 at 08:24 AM
  3. translation gadgets

    , 08-17-11 at 10:33 AM
    so i just added gadgets to inform people all over the forum that they can help on translating into their language. It will look like this:

    for one specific language:

    and for server detection of the users language:

    notice: if you set English as main language in your browser, it will display a generic sign.

    and its meant to go into user signatures

    how to get this banner for your language:
    1. go to and click on your language
    2. scroll down to the bottom and use the "Gadgets" link under "Helpful tools"

    Updated 08-17-11 at 10:52 AM by tdev

  4. With great power comes great responsibility

    , 08-14-11 at 09:43 PM
    i am currently extending an Ogre Mesh viewer, and added some importers (thanks to the AssImp (Open Asset Import) Library) and jacmoe's brand new Ogre Converter.

    to the title: with great importer capabilities comes great responsibility to protect copyright...

    for example directly loaded some .3ds file:
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    or a .dae file:
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    (from KSP

    you will get a .mesh as side product

    it can currently convert the following formats:
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    (see also their list)

    its very WIP, but so far it looks good

    UPDATE: download now available:
    and the project page:

    Updated 08-16-11 at 05:56 PM by tdev

  5. Development Screens - Professional Edition (Each post contains a picture OR contributing post)

    , 08-03-11 at 04:48 AM
    Quote Originally Posted by Lenni View Post
    Why not...
    Thanks to the array modifier in blender...
  6. OutGauge supported

    , 07-17-11 at 07:32 PM
    you might have seen such awesome hardware (in use by LFS):

    its now supported as we just added OutGauge support as well

    Example with RoR running and a Nexsus S running the free "LFS Dashboard" App using the OutGauge Protocol:

    the relevant config settings (for RoR.cfg):
    PHP Code:
    OutGauge Delay=1
    OutGauge ID
    OutGauge IP
    OutGauge Mode
    OutGauge Port

    Updated 08-14-11 at 06:45 PM by tdev

    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  7. House Roof - Texture from Scratch

    , 07-09-11 at 11:39 PM
    With my current Greece terrain I'm making I am going to be breaking my tradition of uninhabited wildernesses, to do that however I needed some buildings. I couldn't find the right roof tile texture and after spending a few minutes with the mouse and Gimp I had only made a placeholder texture and it wasn't very pretty.

    Click image for larger version. 

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    I could probably have painted something but I had just come up with the idea to make the texture in Blender. To do that I made five tiles and gave them five slightly different materials, next I copy pasted them until I had enough tiles, threw in a black background, changed the camera off perspective to orthographic (to avoid any distortion) and this is what I ended up with:

    Click image for larger version. 

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    Then it was time to hit F12 and wait for the render to come in.

    Click image for larger version. 

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    It wasn't bad, but it was very clean and didn't look like it had seen any use. With that in mind I grabbed a photo of a grungy concrete slab and another of some old bricks I had taken ages ago and set them to overlay, this warped the colours a bit but a grey layer between them on about 50% opacity brought the saturation levels back over to something tasteful. I also planned to make this a generic "roof" texture that I could use with all of the buildings instead of textureing each one. Of course this meant that I couldn't have OA baked on, but there would be very little on the roof and it wouldn't be all that visible anyway due to the texture. By selecting one line of tiles and rotating by 90 degrees I had a center tile ... thing. By now the texture was looking much more realistic.

    Click image for larger version. 

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    All that was left now was to throw it on the roof of my buildings which was done easily enough by placing the center of the roof with my center tile thing on the texture. It was looking good at that point, but I went ahead and made a low poly object set to the same texture that would look like the single row of tiles in the middle of the texture except raised above, that will make it look more convincing when viewed from something other than directly above.

    Click image for larger version. 

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    And there's the finished roof, it'll be pretty dark in that house until some windows are put in, but it's looking good
  8. 3d view of repo

    , 07-08-11 at 06:58 AM
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