What I've resorted to doing is using MakeHuman to create a high-poly mesh of whatever height, build, etc., that I need, and then use that as a reference or tracing the outlines/contours. It's a GPL program for (at least) the three big operating systems and allows the user to customize the character in a lot of ways using a simple interface. It exports the mesh as an obj file, so you can import that into Blender and pose it however you like, so really it's an awesome reference for anatomy.
As far as compiling, I really only have much experience with the various forks of Glest, which use cmake, usually with some optional paramaters for the location of config files and data, etc. Megaglest even has a script for it included in the download.
For pre-compiled, *.deb packages are extremely convenient for users of Debian-based Linuces like Ubuntu and Mint, but that's not something I have experience making.
The ticket idea sounds great to me. I always like to have feedback on specific things that should be changed to make my work better, or whatever a dev needs to put it in their game. It could also be a good way of requesting specifications for their game, like whether or not they need a bump map, what texture sizes to use, etc.
I would think it's always better to have a lossless encoding available, and open formats are always better to have than patented, so I would think having both FLAC and OGG available would be ideal.
If I could, I'd dearly love to make a steampunk FPS based on the Overdose engine. I even have a lot of the mechanics and characters worked out in my head already. Alas, there's little chance of me being able to do that any time in the next few years, as I may have a hard limit on my time in the next few months. There's also a Glest tech tree mod I'm working on that is in danger of becoming abandonware if I don't finish it in time.
As far as OGA goes, the first would involve creating a full suite of steampunk weapons, characters, props, etc., which I already started to do with my revolver, shotgun, straight razor, pocket watch, top hats... whatever else I might be forgetting.
.ogg can easily be converted to .wav, though. My understanding is that .mp3 cannot be used in a lot of engines because it's a proprietary format. FLAC is probably the way to go for high-quality sounds, as it's a lossless format that is also open.
I use IK solvers for the legs. For the arms, I use auto-IK to create the general pose and then tweak it with FK.
Here's an endlessly useful tutorial for animating humanoids, simple enough for a beginner: http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character...
What I've resorted to doing is using MakeHuman to create a high-poly mesh of whatever height, build, etc., that I need, and then use that as a reference or tracing the outlines/contours. It's a GPL program for (at least) the three big operating systems and allows the user to customize the character in a lot of ways using a simple interface. It exports the mesh as an obj file, so you can import that into Blender and pose it however you like, so really it's an awesome reference for anatomy.
http://makehuman.org
As far as compiling, I really only have much experience with the various forks of Glest, which use cmake, usually with some optional paramaters for the location of config files and data, etc. Megaglest even has a script for it included in the download.
For pre-compiled, *.deb packages are extremely convenient for users of Debian-based Linuces like Ubuntu and Mint, but that's not something I have experience making.
Nostalgia/Retro
Example of steampunk music: http://www.escapetheclouds.com/music.cfm
I expected a bit more harpsichord, really.
The ticket idea sounds great to me. I always like to have feedback on specific things that should be changed to make my work better, or whatever a dev needs to put it in their game. It could also be a good way of requesting specifications for their game, like whether or not they need a bump map, what texture sizes to use, etc.
I would think it's always better to have a lossless encoding available, and open formats are always better to have than patented, so I would think having both FLAC and OGG available would be ideal.
If I could, I'd dearly love to make a steampunk FPS based on the Overdose engine. I even have a lot of the mechanics and characters worked out in my head already. Alas, there's little chance of me being able to do that any time in the next few years, as I may have a hard limit on my time in the next few months. There's also a Glest tech tree mod I'm working on that is in danger of becoming abandonware if I don't finish it in time.
As far as OGA goes, the first would involve creating a full suite of steampunk weapons, characters, props, etc., which I already started to do with my revolver, shotgun, straight razor, pocket watch, top hats... whatever else I might be forgetting.
Extending the contest might be unfair to those who have already submitted, but maybe it could be repeated?
.ogg can easily be converted to .wav, though. My understanding is that .mp3 cannot be used in a lot of engines because it's a proprietary format. FLAC is probably the way to go for high-quality sounds, as it's a lossless format that is also open.
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