Updates from October, 2012 Toggle Comment Threads | Keyboard Shortcuts

  • Pablo 10:22 PM on 22 October 2012 Permalink | Reply  

    Room Test Demo 

    Ok, so following David Jone’s suggestion 😉 i decided to build a little demo of the room.

    It’s modeled in Blender 2.63 and textures are from the game Return To Castle Wolfenstein.

    Lights are baked into the textures. I removed the smoothing intentionally to give it an old-school / playstation 1 kind of look (good times…)

    And yes, it’s a little dark… it’s suposed to be that way to generate a “scary” feel…

    WARNING: no preloader, the file is about 2.5MB in size. Wait for it to load. Click below to open.

    Click to open demo – Flash Player 11 required.

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  • Pablo 12:21 PM on 20 October 2012 Permalink | Reply  

    Blender to Alternativa3D note 

    When you scale/rotate an object in Blender (not inside edit mode), before exporting you should click CTRL+A to “reset” the object’s transformation and making it the “default” transformation. Also, when you do that, also reset the object’s normal, by selecting all the faces and CTRL+N.

    If you dont do this, you MIGHT notice issues like faces looking in the wrong direction or the object being distorted in weird ways.

    So in resume, when you get your object ready to export:

    1. CTRL+A reset transformation: Rotation & Scale.
    2. CTRL+N: inside edit mode, select all the faces, and click this to recalculate all the normals.

    And that should do the trick.

     
  • Pablo 10:57 AM on 13 October 2012 Permalink | Reply  

    Alternativa3d 8 Forest (work in progress) 

    I’m trying to make a forest in alternativa3d with los polygon techniques. So far i created 1 type of tree and multiplied several times changing position and rotation. I will have to do 2 or 3 more types of trees and several other objects until i finish, but so far is looking decent…

    The only 3d body is the trunk, the rest are planes with textures with opacityMaps (the branches). I think that after i finish with the modeling, the addition of normal maps will make the forest look much better.

     

     
  • Pablo 6:08 PM on 8 October 2012 Permalink | Reply  

    Alternativa3d 8 Fog! 

    Today David Jones posted a tutorial on how to create a fog effect in alternativa. This is apparently under development, so it’s not “official” and im guessing it can change at any time, but, for the moment, this gets the job done at the cost of editing a few lines of code of the engine’s sourcecode (but nothing too serious, just un-commenting lines)

    More details here: http://davidejones.com/blog/1631-fog-alternativa3d-8/

    This is the result i got (editing the example code called “demo example” that comes with alternativa )

     
    • David Jones 6:27 PM on 8 October 2012 Permalink | Reply

      Nice! Using the demo examples looks much better than mine, I think the simple geometry and colours I used in my demo didn’t really work well.

      I’ve been looking at a post processing fog effect too which i might get working at somepoint.

      • Pablo 6:01 PM on 10 October 2012 Permalink | Reply

        i saw Papervision3D fog examples where they use Sprite3Ds and they looked very cool… but i think that Alternativa3D has some kind of bug with Sprite3Ds, it draws them even if they are not in screen view…

  • Pablo 3:55 PM on 8 October 2012 Permalink | Reply  

    Importing COLLADA (*.dae) from Blender 2.63 to Alternativa3d 8 

    When you export from Blender 2.63 to Alternativa3d 8 you wont be able to load the model at first try, you will need to add a “name” attribute in the DAE file in order to Alternativa3d to find the objects.

    You must open the DAE with a text editor (it will be an XML file) then add a “name” attribute with the same value as the “id” attribute of each NODE element in this root:

    %XMLROOT% -> library_visual_scenes -> visual_scene -> node

    There you will see something like:

    <node id=”level” type=”NODE”>

    and you must change it to:

    <node id=”level” type=”NODE” name=”level”>

    To do this automatically, pre-parse the XML before passing it to the ParserCollada to add this attributes:

    			var colladaXML:XML = XML(new LevelModel());
    			var ns:Namespace = colladaXML.namespace();
    
    			var xmlCount:Number = colladaXML.ns::library_visual_scenes.ns::visual_scene.ns::node.length();
    
    			for(var i=0; i<xmlCount; i++)
    			{
    				var nodeName:String = colladaXML.ns::library_visual_scenes.ns::visual_scene.ns::node[i].attribute("name");
    				var nodeID:String = colladaXML.ns::library_visual_scenes.ns::visual_scene.ns::node[i].attribute("id");
    
    				if(nodeName == "")
    				{
    					colladaXML.ns::library_visual_scenes.ns::visual_scene.ns::node[i].@name = nodeID;
    				}
    			}
    

    Solution provided by user matsuse at http://forum.alternativaplatform.com/posts/list/3452.page (4th post)

     
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