Desideratum (v2.0)

This is quite good. Very promising. And just in case, to view the running animation, it’s Space not Enter. :wink: No worries mate. Doing great.

oops, you’re right, its space. my bad. :o

I made a viking sword, it’s less than 200 polys! :smiley:
(Requires Apricot build)

Attachments

SwordoneHand.VikingSword.blend (633 KB)

I made a viking helmet!!!
Edit: Yes, the textures are packed. At least that’s what Blender says.
I ticked the “Compress File” button in the File menu.

Attachments

Helmet.Viking.blend (89.9 KB)

Now here’s a simple shield :stuck_out_tongue:

Attachments


Shield.VikingI.blend (102 KB)

A “bearded” viking axe.

Attachments

AxeOneHand.VikingAxeBearded.blend (174 KB)

Nice, very nice, stuff.

Progress will be slow this week due to soccer practices twice a day. I barely have time in between, and if I do I am normally eating, streating, or sleeping. If I get time I check this website. It will be slow until next sunday, then I will only have 1 practice a day. Thats my excuse for not working! Accually, I did get a start on the armor thing…

-Rozzy

I’ll make a roman composite bow now.
I already modeled it today before the sun had risen.
I’ll texture it soon.

Be sure to use normal maps!

The bow model is done!
Now I need to rig it and animate it.
Next I’ll make an arrow. :slight_smile:
(The image has been sharpened on the GIMP as I could, the texture is low res, but the bow will not be seen so close on the game anyways.)

Attachments

Bow.RomanRecurveCompositeBow.blend (355 KB)

This is how weapon ids will be defined, to be used in a inventory :slight_smile:


class Item:
    pass

Bow_RomanCompositeBow = Item()


Bow_RomanCompositeBow.name = 'Composite Bow'
Bow_RomanCompositeBow.type = 'weapon'
Bow_RomanCompositeBow.stype = 'bow'
Bow_RomanCompositeBow.cost = 1200
Bow_RomanCompositeBow.weight = 2
Bow_RomanCompositeBow.damage = 15
Bow_RomanCompositeBow.speed = 12
Bow_RomanCompositeBow.mesh = 'Bow.RomanCompositeBow'
Bow_RomanCompositeBow.icon = 'Bow.RomanCompositeBowICO'

The item.name will be what’s displayed when having the mouse over
the object. The icon will be the inventory icon of it as a mesh.
An empty will add all the objects one by one, and the object’s
meshes will be replaced.
I’m just showing my ideas so you can see how it may work, and if
you have a better one you can reply.

Do Envelopes work on the GE???
They don’t seem to work.
It’s sometimes very annoying to animate…

Thats something similar to my inventory for the Chronicles of Leizel.I use a list to put all the items.

no they dont.so turn it off while animating so it doesnt get ya confused

Thats something similar to my inventory for the Chronicles of Leizel.I use a list to put all the items.
Nice!
no they dont.so turn it off while animating so it doesnt get ya confused

Thanks. :frowning:
They made everything easier.

I wish you weren’t busy.:frowning:
I really need a scriptor for my game.

do you know of any scriptors that aren’t busy that might help me?

What’s your game? I’m not really busy…

Guys, the demo links arent working! Please upload to mediafire, I’d love to play :slight_smile:

Sorry, temporarily closed… You’ll have to wait until next week, I am very busy atm.