Right now, I'd just like to show the work I've done so far. I think I've made it quite accurate, but C&C is certainly appreciated.
Edit:
I've finished the base model so it's not just a head anymore. Made in Anim8or, rendered in blender.
I hereby license the following file(s) under the CC-by license
Hum, very nice, but I would say, it has to be a bit... fatter. :]
I am wondering though... can Blender animations be used in OpenClonk?
I have Python 2.5.4, so I can't understand why this doesn't work for me.
edit: I updated the Wipf's Vertex Groups and armature; there shouldn't be any vertex stretches now. Also added a couple new animations.
I hereby license the following file(s) under the CC-by license
It would also be nice to have the .blend file so the model can be modified.
Anyways, here are the files.
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 think we only need a texture in the size of something like max. 256x256 for the ingame object. It can't be bad to have it bigger in the resources folder though.
How I calculate what size the texture should have minimum:
Three times the original size of the ingame object - for the wipf this should be not more than ca. 64x64. Because the texture is mapped not only on the side but also on the top, front, back, other side etc. I multiply it roughly (less than) the number of sides from where it can be seen. Four 64x64 fit into 128x128, this should be about enough.
Now, nobody cares two hoots about if the texture is actually more detailed than it has to be. Just a quick note than you could save a little bit of that kind of work if you want to.
I got the same errors as with implementing the shark:
Error loading graphics of C:\OpenClonk\planet\Objects.c4d\Animals.c4d\Shark.c4d (SHRK)
Failed to read material script: Wipf.material:9: Unexpected identifier: 'vertex_program_ref'
Failed to load mesh: Graphics.mesh.xml:3: There is no such material named 'Wipf'
Files are from the resource repository.
Error loading graphics of C:\OpenClonk\planet\Objects.c4d\Animals.c4d\Shark.c4d (SHRK)
Failed to read material script: Wipf.material:9: Unexpected identifier: 'vertex_program_ref'
Failed to load mesh: Graphics.mesh.xml:3: There is no such material named 'Wipf'
Files are from the resource repository.
> Failed to read material script: Wipf.material:9: Unexpected identifier: 'vertex_program_ref'
This defines a custom vertex shader for the Wipf. Again, this is not yet implemented in Clonk. Does the Wipf really require a shader?
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