pennomi: elemental damage reduction from resistance isn't coded in yet. It'll be in soon though.
Example of how it will work: imagine you have 25% ice resist. You are hit with an ice spell for 8 damage, you resist 25% of it and only take 6 damage.
I'll probably make areas of heavy elemental focus. I might have a 75% resist cap; then I'll have areas that are only survivable if you wear full resist gear. Imagine an ice elemental who does about 20 damage per hit, but only 5 damage if you bring the correct gear.
I'll have support for plenty of types (eventually, user-defineable types). I have an enumeration somewhere that contains the western elements, eastern elements, and light/shadow: wind, water, earth, fire, wood, metal, light, shadow.
When I made these I didn't realize how important armature/model scale was.
In Blender you can Apply Scale/Rotation to Object Data -- that will keep the current size but reset the "scale" to 1.0. However this tends to mess up any existing animations.
- It's possible to generate a texture from the facet colors with Baking. First the model needs to be UV unwrapped. Looks like I didn't unwrap the Goblin, but it's not hard to do. You also need to create a new image for the baking (in UV/Image view, select all faces and Image -> New). Bake options are found near the Render buttons.
- I mark seams in the model and then do mostly smart projection. To mark seams, select the edges you want as a seam and Ctrl + E for the Edge Specials menu. These seams define the "islands" created when doing smart projection. Think of it like seams in clothing: if you unstitched those seams and flattened the material, that's what my style of UV mapping is like.
- You could create new procedural materials (with color/texture) and assign them to specific faces. Then bake. Or, if you want to do painting, you can export the UV layout and do your painting in GIMP.
The steampunk winner is johndh!
His http://opengameart.org/content/steampunk-multi-barrel-revolver Steampunk Revolver was the site favorite!
You want square tiles that are viewed directly overhead? And, what kind of project is this for?
johndh, there's a README.txt in the src folder. https://code.google.com/p/flare-engine/source/browse/trunk/src/README.txt
It's kinda bare-bones so if you get stuck lemme know.
pennomi: elemental damage reduction from resistance isn't coded in yet. It'll be in soon though.
Example of how it will work: imagine you have 25% ice resist. You are hit with an ice spell for 8 damage, you resist 25% of it and only take 6 damage.
I'll probably make areas of heavy elemental focus. I might have a 75% resist cap; then I'll have areas that are only survivable if you wear full resist gear. Imagine an ice elemental who does about 20 damage per hit, but only 5 damage if you bring the correct gear.
I'll have support for plenty of types (eventually, user-defineable types). I have an enumeration somewhere that contains the western elements, eastern elements, and light/shadow: wind, water, earth, fire, wood, metal, light, shadow.
Voting time!
http://opengameart.org/category/art-tags/steampunk-style
Click "Add to Favorites" on your favorite entries. Whoever has the most entries on Friday will be our winner!
Nice work! I love seeing my creatures moving about in 3D
A basic tutorial on how I made those walls seamless:
http://clintbellanger.net/rpg/tutorials/cave_tiles/
Excellent! The only thing I love more than great art on OGA is having great tutorials!
When I made these I didn't realize how important armature/model scale was.
In Blender you can Apply Scale/Rotation to Object Data -- that will keep the current size but reset the "scale" to 1.0. However this tends to mess up any existing animations.
Tartos,
- It's possible to generate a texture from the facet colors with Baking. First the model needs to be UV unwrapped. Looks like I didn't unwrap the Goblin, but it's not hard to do. You also need to create a new image for the baking (in UV/Image view, select all faces and Image -> New). Bake options are found near the Render buttons.
- I mark seams in the model and then do mostly smart projection. To mark seams, select the edges you want as a seam and Ctrl + E for the Edge Specials menu. These seams define the "islands" created when doing smart projection. Think of it like seams in clothing: if you unstitched those seams and flattened the material, that's what my style of UV mapping is like.
- You could create new procedural materials (with color/texture) and assign them to specific faces. Then bake. Or, if you want to do painting, you can export the UV layout and do your painting in GIMP.
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