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Post by microwave on Jul 28, 2007 20:23:10 GMT -5
Here are some low-poly models of a game I'm making with my brother using Irrlicht (But we may be switching to Ogre). Info about the game: The game is a stylized World war II zombie game. It's in Black and white but blood, the eyes of the zombies and probably fire will be in colour (Stylization ). It is situated in Russia at first but you then must travel to Germany... I'm not going to give any spoilers away So yeah here are some of the models (Keep in mind the game is in early developement stages) EDIT: 100th postSo yeah here we go.... AVS-36: BA-64 (armoured car) Mosin Nagant (No scope) Mp40 (Not all that happy with this, might re-do it) T-70 (Tank ) TT33 Yeah so I'll post some more in this thread once I've done some more. (There are more models for the game because my brother has also modelled some )
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Post by Eric Pfund on Jul 28, 2007 20:41:52 GMT -5
Wow! I'm seriously impressed! Are you really making games in Blender? These models, even though low-poly, are incredible! Great job, and good luck at Pixar. ;-)
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Post by Eric Pfund on Jul 28, 2007 20:42:37 GMT -5
...or dreamworks. .......or the Australian equivalent!!!! hehe
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Post by Eric Pfund on Jul 28, 2007 20:43:58 GMT -5
Absolutely amazing, bro. Keep us up to date, okay? Seriously. And thanks for joining us again! I was begining to wonder where you had gone! So how's your winter going, mate? Summer here is fab! Again, keep us up to date!
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Post by Eric Pfund on Jul 28, 2007 20:58:26 GMT -5
and yes, this is your 100th post! (but that doesn't mean you should stop at that!!!!!) lol
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Post by microwave on Jul 28, 2007 21:08:49 GMT -5
lol sorry I was having lunch . Also these models aren't for the BGE... I'm using them in either Irrlicht or Ogre (Real time rendering engines). Speaking of pixar there's a pixar exhibition that I'm probably going to either today or next week... hmm... Also winter sucks!
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Post by Eric Pfund on Jul 28, 2007 21:17:51 GMT -5
oh, sorry to hear that! and yeah, I was about to correct myself on the Blender thing! hehe.
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Post by Eric Pfund on Jul 28, 2007 22:03:39 GMT -5
I think this deserves a bump. Also, microwave, show us your other stuff too!
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Post by Eric Pfund on Jul 28, 2007 22:08:01 GMT -5
a TT33 usually has a little ridged bevel at the bottom of the handpiece. Check this out:
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Post by Eric Pfund on Jul 28, 2007 22:09:35 GMT -5
or even this: The bottom of the handpiece is where the bullets are put. (but you probably know that.)
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Post by Eric Pfund on Jul 28, 2007 22:16:49 GMT -5
btw, how do you get Irrlicht installed on MacOSX? Is there a place I can learn? Because I downloaded it, installed it, and there's now a bunch of weird little files all over the place. They're all inside the original folder, but I can't find the actual program itself.
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Post by microwave on Jul 28, 2007 23:01:00 GMT -5
What compiler are you going to use? Go to irrlicht.sourceforge.net/tutorials.html and write the first tutorial into your compiler. (There's no .exe). /* The program will show how to use the basics of the VideoDriver, the GUIEnvironment and the SceneManager.
To use the engine, we will have to include the header file irrlicht.h, which can be found in the Irrlicht Engine SDK directory \include. */ #include <irrlicht.h>
/* In the Irrlicht Engine, everything can be found in the namespace 'irr'. So if you want to use a class of the engine, you have to write an irr:: before the name of the class. For example to use the IrrlichtDevice write: irr::IrrlichtDevice. To get rid of the irr:: in front of the name of every class, we tell the compiler that we use that namespace from now on, and we will not have to write that 'irr::'. */ using namespace irr;
/* There are 5 sub namespaces in the Irrlicht Engine. Take a look at them, you can read a detailed description of them in the documentation by clicking on the top menu item 'Namespace List' or using this link: http://irrlicht.sourceforge.net/docu/namespaces.html. Like the irr Namespace, we do not want these 5 sub namespaces now, to keep this example simple. Hence we tell the compiler again that we do not want always to write their names: */ using namespace core; using namespace scene; using namespace video; using namespace io; using namespace gui;
/* This is the main method. We can use void main() on every platform. On Windows platforms, we could also use the WinMain method if we would want to get rid of the console window, which pops up when starting a program with main(), but to keep this example simple, we use main(). */ int main(int argc, char** argv) { /* The most important function of the engine is the 'createDevice' function. The Irrlicht Device can be created with it, which is the root object for doing everything with the engine. createDevice() has 7 paramters: deviceType: Type of the device. This can currently be the Null-device, the Software device, DirectX8, DirectX9, or OpenGL. In this example we use EDT_SOFTWARE, but to try out, you might want to change it to EDT_NULL, EDT_DIRECTX8 , EDT_DIRECTX9, or EDT_OPENGL. windowSize: Size of the Window or FullscreenMode to be created. In this example we use 640x480. bits: Amount of bits per pixel when in fullscreen mode. This should be 16 or 32. This parameter is ignored when running in windowed mode. fullscreen: Specifies if we want the device to run in fullscreen mode or not. stencilbuffer: Specifies if we want to use the stencil buffer for drawing shadows. vsync: Specifies if we want to have vsync enabled, this is only useful in fullscreen mode. eventReceiver: An object to receive events. We do not want to use this parameter here, and set it to 0. */
IrrlichtDevice *device = createDevice(EDT_SOFTWARE, dimension2d<s32>(640, 480), 16, false, false, false, 0);
/* Set the caption of the window to some nice text. Note that there is a 'L' in front of the string. The Irrlicht Engine uses wide character strings when displaying text. */ device->setWindowCaption(L"Hello World! - Irrlicht Engine Demo");
/* Get a pointer to the video driver, the SceneManager and the graphical user interface environment, so that we do not always have to write device->getVideoDriver(), device->getSceneManager() and device->getGUIEnvironment(). */ IVideoDriver* driver = device->getVideoDriver(); ISceneManager* smgr = device->getSceneManager(); IGUIEnvironment* guienv = device->getGUIEnvironment();
/* We add a hello world label to the window, using the GUI environment. */ guienv->addStaticText(L"Hello World! This is the Irrlicht Software renderer!", rect<int>(10,10,200,22), true);
/* To display something interesting, we load a Quake 2 model and display it. We only have to get the Mesh from the Scene Manager (getMesh()) and add a SceneNode to display the mesh. (addAnimatedMeshSceneNode()). Instead of writing the filename sydney.md2, it would also be possible to load a Maya object file (.obj), a complete Quake3 map (.bsp) or a Milshape file (.ms3d). By the way, that cool Quake 2 model called sydney was modelled by Brian Collins. */ IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2"); IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
/* To let the mesh look a little bit nicer, we change its material a little bit: We disable lighting because we do not have a dynamic light in here, and the mesh would be totally black. Then we set the frame loop, so that the animation is looped between the frames 0 and 310. And at last, we apply a texture to the mesh. Without it the mesh would be drawn using only a color. */ if (node) { node->setMaterialFlag(EMF_LIGHTING, false); node->setFrameLoop(0, 310); node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") ); }
/* To look at the mesh, we place a camera into 3d space at the position (0, 30, -40). The camera looks from there to (0,5,0). */ smgr->addCameraSceneNode(0, vector3df(0,30,-40), vector3df(0,5,0));
/* Ok, now we have set up the scene, lets draw everything: We run the device in a while() loop, until the device does not want to run any more. This would be when the user closed the window or pressed ALT+F4 in windows. */ while(device->run()) { /* Anything can be drawn between a beginScene() and an endScene() call. The beginScene clears the screen with a color and also the depth buffer if wanted. Then we let the Scene Manager and the GUI Environment draw their content. With the endScene() call everything is presented on the screen. */ driver->beginScene(true, true, SColor(0,200,200,200));
smgr->drawAll(); guienv->drawAll();
driver->endScene(); }
/* After we are finished, we have to delete the Irrlicht Device created before with createDevice(). In the Irrlicht Engine, you will have to delete all objects you created with a method or function which starts with 'create'. The object is simply deleted by calling ->drop(). See the documentation at http://irrlicht.sourceforge.net//docu/classirr_1_1IUnknown.html#a3 for more information. */ device->drop();
return 0; }
You can also use that code... it's kinda weird. I didn't know what to do when I switched over from Blender to Irrlicht... If you install Code::blocks (with the MingW toolbox I think....) you can start a new Irrlicht project and it will start with that code... compile it and it'll run Irrlicht. (Sorry for the weird explanations...) Link: www.codeblocks.org/
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Post by Eric Pfund on Jul 29, 2007 14:29:50 GMT -5
oh, but it says on the website that I'd have to learn C++. Is that hard to learn? And is the program anything like Blender, or is it totally code-based rather than 3d?
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Post by Eric Pfund on Jul 29, 2007 14:30:59 GMT -5
also, I don't understand what you mean by compiler? I'm using Mac OSX Intel. Is that not enough information?
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