This is old new’s for most of you who follow GameDev.net…
Yesterday was my Birthday, and I got a great little present!
The latest stable release of Crystal Space is 1.0 (15 January 2007).
HERE IS THE EASY SETUP GUIDE
http://b2cs.delcorp.org/index.php/ArtistInstall
Here is the new main page:
http://www.crystalspace3d.org/main/Main_Page
Here are is a quote from page #3 of this thread from Jorrit about non-programmers
go check out the CELstart project. That’s a very user friendly way to make games. You don’t even need a C++ compiler or any C++ coding. You can make fully powered 3D games using XML and/or Python alone. This CELstart is also very well supported in Blender through blender2crystal exporter.
Here is the celstart link:
http://www.crystalspace3d.org/main/CELstart
Here is the pre-compiled binaries for windows and linux
http://www.crystalspace3d.org/main/CELstart
Here is the whole manual:
http://b2cs.delcorp.org/index.php/Documentation
here is the quickstart:
in about 5-10 minuets you will know how to use the exporter and import paralax and normal maped shaders with this one:
http://b2cs.delcorp.org/index.php/Fi...lender2crystal
the quickstart is by far the Coolest by any game engine… it lets the noobies start importing nice looking artwork
in just a few minuets!
only 1 quick page of tutorial text stands between you and eliteness.
EDIT:
The quickstart adds Stencil shadows (somewhat like FEAR has)
It is a good day!!!
You can develop your game right inside blender, like the blender game engine.
Only you as the artist, have access too all the high level shaders, right from the blender material system (unlike the current blender game engine).
there are lots of things all ready pre-baked for you too, some of my favorites:
A terrain shader, that you make inside blender from a Grid mesh… no Painting height maps!! just model your terrain the way you want it, and the plug in makes all the height map information for you!!! all of the materials are assigned from inside blender as well!
A Foliage system you use simply by parenting the foliage models to the terrain, and specifying the density (can be manipulated with a alpha map as well for exactness)
A particle and a emitter system (be sure to try both! they have different special effects 8) )
Dynamic lighting… This Dynamic light system is the best I have ever encountered.!
Stencil shadows for your animated charictors… your static meshes also cast static shadows on the light map if you so wish…
be sure to pop into some of the community sites where you can find lots of neat templates for many popular game genres… most that I have found are open to tweaking too!
noobies to pro! something inside for everyone 8)
heh! think I might open a used car lot, I am getting good at this sales stuff 8)
EDIT:
if you are getting borques looking UV maps, on your level geometry, put it into edit mode, select all faces, and press control T to testelate the mesh.
Check this out…
crystalspace has a few diffrent types of meshes you can assign:
http://b2cs.delcorp.org/index.php/Object_Type_Reference#trigger_sphere
Thing mehses might be going away soon, so, from what i hear on the IRC, try to use genmeshes as much as possible.
If you use genmesh you wont have to make your quad polys triangles/testelated.