Cs (aircrafts, intro area)

Hello and thank you Smoking_mirror.

I haven’t background programs open and used half size but when I tried to capture there were just no video file created.
For the upgrade to a newer version of blender there was just some little change in scripts since 2.49 but nothing hard.
And about audio I manage sound actuators in character, ia, area and hud with scripts.
Thank you about the environment and the character.
I’m in wait for glsl to improve environments with stencil map to blend some materials between them like dry and wet grounds.

http://nsa34.casimages.com/img/2014/06/27/mini_140627110927664985.jpg http://nsa34.casimages.com/img/2014/06/27/mini_140627110933872704.jpg http://nsa33.casimages.com/img/2014/06/27/mini_140627110939336063.jpg

I fixed :

  • the position of the camera during the option main menu.
  • the xy speed of the character during ends of fall and slide.
  • the perspective during defend and aim.
  • the camera rotation during target and defend.
  • the loop bug in the “no” action.
    I reassigned the pause function (previously available with echap key or start button) to the first choice of the option menu (now available with echap key or start button, instead of enter key or back button).

http://nsa33.casimages.com/img/2014/06/27/mini_140627111926267510.jpg http://nsa34.casimages.com/img/2014/06/27/mini_140627111934654464.jpg http://nsa34.casimages.com/img/2014/06/27/mini_140627111941297178.jpg

Hello, I recently acquired a computer for a better management of open gl.
I will probably make a video soon.

http://img4.hostingpics.net/pics/670971zoneA01b.gif http://img4.hostingpics.net/pics/946369zoneA02b.gif

:smiley:

nice effect :smiley:

Hello and thank you BluePrintRandom, here is a new gif of the beginning of the game.
I need to setup some little things again and will probably make a video after.

http://img11.hostingpics.net/pics/333539start.gif

Hello, I come back to you for the 10 years of my cs. :partying_face:

Although I have posted here first in 2010, I had already started at the end of November 2008 with the modeling of Claris, my first 3D model.

A few years ago a friend showed me unity and I use it since. After learning the logic bricks and then learning and converting most of my logic into python in blender, the C or C ++ of unity was not too complex to handle.

I am always on blender to model, I have extended my level design to the surface with buildings.

Not all the screenshots are up to date, the dunes have been extended and the round building has become square.

I go back, but for how many years. :nerd_face:

Hello there!

Nice to see you back at it, I think I saw your project on the BlenderClan forums a real while back :slight_smile:

What have you planned for your come back? :smiley:

(Oh and on Unity you might be using C#, not C++?)

Yes I used to post on both here and there, I began in the end of 2008 on the blender clan, after having finished claris.

I didn’t planned much I’m very sorry. I was in my memories recently, already having some anniversaries in my family, and I thought just yesterday that the 10 year of my cs where the at end of last month. :zipper_mouth_face:

After having learned and converted most of my blender code to unity some years ago I came back to modeling here and there in the begining of this year.
Since unity and blender aren’t in the same software unlike the blender game enging, going from modeling to coding and playing isn’t as fluide, so when I work one I don’t the other, and it can take time before a change.
(Searching about it you seem right with unity using c, I don’t know the others much)

For now I expand the level design and the world, in fondation more than detail, because of dynamics objects.
I skipped a little my mine which I will complete later, I started an upper ground and finished two buildings on it, now I dig the first of multiple underground buildings.

Awesome, I find it awesome that you keep working on this project, as I used too really enjoy watching your progress back then, and I look forward for new updates :slight_smile:

Share gameplay videos once you can, if you don’t mind!

Thank you @wkk , I still work on models for now since I’m motivated enough for it.

I don’t mind sharing a video but I would like more than just my character moving around this time,
so I wait to have some interactions with the areas like doors or computers before trying it.

I can still share some screenshots of my blender progress, here my area 0 : moon (home)


Since I stay in blender for now these are blender render, my real time render in unity slightly differ.
Still, comments about my areas, models, designs are welcome to improve them.

Hello here is a little screenshot of my two average drones, aimed at being modular enough with a container slot on the back and two arms to take, use, or etc.

A bigger one is planned, mostly for transport of marchandises, then I would need to think of some others.

Hello, sorry no gameplay, I’m still on blender and finished the foundation of the first underground building.

I also did two bonus outfits and tweaked some animations again when I was bored too much with the building.

Hello, here the start of a bigger robot for the transport of marchandises and coworkers.

Hello, update v0.2 of my new robot for transport of marchandises and coworkers (enemy).


You can see a glimpse of the v0.1 of a smaller one in the first square, I don’t know its specialisation yet but it’s at least aimed at mobility with wheels bigger than its body, to allow a grip from the bottom as much as the top.

Hello, a little update of my big robot, only important things left are its back doors and interior.
I improved its shape and rearranged its white squares texture to look more like my little robots.

1 Like

Hello, happy new year. I continue to try more robots with this new “robot leg v0.1”.

I had hard time thinking of something, legs were kind of obvious after caterpillars and propellers.
I don’t know it’s specialization yet, maybe transport of small stocks or security.

try mapping something like this to reflection or normal in texture tab-

or this
(I need to dig up licence so don’t use it in anything your shipping)

Hello and thank you @BluePrintRandom .

I already converted my diffuse textures in normal for all materials small relief,
it can’t be seeing much in static picture but work well with moving objects and lights.

I tried your first radiant picture as reflexion and it can look nice, but I use unity as game engine and the render isn’t setup the same way than my blender, with detail textures and albedo and metalic parameters for materials, so beside a good uvmapping I don’t go into shader stuff much for now.

Hello, here is the v0.2 of my “robot leg” and its new sibling “robot wing”.
My character is here to show the scale of these average robots.

this project is very low poly, and low detail texture, I am sure you could run this in bge even on a older GPU.

Hello @BluePrintRandom , I tried to launch my project in bge and it take to much time to load. I only use one .blend with all my objects in it and I only separate in multiple .blend when I plan to go in unity to update.

if I want to use the bge I think I need to do the same and separate in multiple .blend, but then use “libload” or something like that to stream the loading of most objects on the fly, a function which I never used.

I also don’t know how interactivity is managed for the libloaded objects, they probably don’t interact directly and mostly use “message” sensors.

About unity, aside from better perfomance, I really like its nodes for animation and build in ragdoll, I remember a ragdoll for bge long ago but it needed to much coding for me to bother,
Also you can’t see it in blender but the “detail texture” allow the use of one layer of texture for far details and a second layer of texture for closer details, for example to blend a texture of detail set in mosaic under a less detailled texture not set in mosaic.