1. Cartoonish/Classic Clonk Eyes
or
2. Realistic Eyes
Bear in mind that these cartoonish eyes are good for visibility, but may look ridiculous while zoomed in closely. The realistic eyes, however, will likely appear as just a white&black line unless zoomed in.
PS. Sorry for crappy picture quality, but I'm on really terrible internet...
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Finished
The shark.zip contains the completed shark. If you would like to script the shark for OC, you can use the bundled files in the .zip (low poly shark.mesh.xml with fitting animations and a high-poly portrait)
I hereby license the following file(s) under the CC-by license
I hereby license the following file(s) under the CC-by license
I can thank Anim8or for my modelling, I've been using it for years so I must have gotten quite fast. Of course I'm quite horrible at making models in blender. xD
I hereby license the following file(s) under the CC-by license
Until then, I've got some snazzy screens of the high poly shark.
I hereby license the following file(s) under the CC-by license
So bright and shining like a shark out of silver! Thats kinda cool...
Well, made the shark darker and matte.
I hereby license the following file(s) under the CC-by license
I hereby license the following file(s) under the CC-by license
I'm aware it will be a while before animals like the shark will be implemented, but when someone wants to script the shark, you download it from the first post.
I tried to implement it for OC, but got these errors:
Failed to read material script: Shark.material:0: 'Skin' unexpected
Failed to load mesh: Graphics.mesh.xml:3: There is no such material named 'Mouth'
Error loading graphics of C:\OpenClonk\planet\Objects.c4d\Animals.c4d\Shark.c4d (SHRK)
Does someone know what causes these?
Work so far can be found at my bitbucket repo.
Failed to read material script: Shark.material:0: 'Skin' unexpected
Failed to load mesh: Graphics.mesh.xml:3: There is no such material named 'Mouth'
Error loading graphics of C:\OpenClonk\planet\Objects.c4d\Animals.c4d\Shark.c4d (SHRK)
Does someone know what causes these?
Work so far can be found at my bitbucket repo.
Clonk does not yet implement all features of OGRE material scripts, so my guess is missing engine support. I'll have a look.
[Edit]:
OK, three things to point out:
[Edit]:
OK, three things to point out:
- Your material script contains a material with a space in its name. The OGRE documentation states that "If you include spaces in the name, it must be enclosed in double quotes." Yours is not enclosed in quotes though. If this is what an exporter generated, then I'd think this is a bug in the exporter. Even if it was enclosed by quotes, the engine is not going to load it since there is no support for this yet (should be easy to implement, though). So I suggest to simply use a material name without spaces for now.
- The "Teeth" material contains two statements (scene_blend alpha_blend, depth_write off) which are not yet supported, so that material probably won't be loaded either. I don't understand what it's for though: All ambient, diffuse, specular and emissive have 0 alpha component, so it would not show up anyway, would it?
- The engine does not yet support multiple submeshes, either. I think it will just load the first one. Again, I don't think it is too much effort to get support for this in.
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