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> Screen shot of Gassy and a Centaur, Being followed by a very large wolf ... :)
joshpurple
post Jan 11 2007, 12:36 PM
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After learning more with oFusion, and feeling a strong need to create more with DWARF (awesome!), I've got a screenshot to post smile.gif . I was focusing on textures with oFusion & seeing how that would look in DWARF, -specifically the gradient color change on the Centaur (going from human skin to horse skin). I think the gradient came out pretty good.

Note: This is DRAFT work and not related to what will actually be used in-game. Again, DRAFT quality smile.gif .

For the centaur I used a png 8 bit 256x256 map, hoping to use resources of smallest size.
(The UV mapping is just a quick job, nothing special smile.gif );

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The result; (I did change the default lighting to get a brighter image to see the centaur skin)

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Feedback welcome! smile.gif


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wspnut
post Jan 11 2007, 02:21 PM
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It's cool, is it rigged?
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joshpurple
post Jan 11 2007, 02:33 PM
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Thanks, Gassy is rigged, but not the centaur or the wolf. Although, DWARF is currently a static World Editor at this stage (that will change smile.gif ).

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Which is something that might change if I can get the oScene loader to work smile.gif . The plugin I'm using, oFusion, comes with an 'oScene loader Scene Manager.' As described from the oFusion manual;

QUOTE
Scene files are loaded in your application with a few methods, and the oScene loader engine will take care of the rest, creating and configuring the scene exactly as exported and previewed in the ogre viewport.


When I look at the DWARF window, and the oFusion window, I can see how they are both using OGRE (which is really kinda' cool). OR, I should say, I'm guessing they are both using OGRE, -I'm not a programmer so I don't really know (it's magic, right? smile.gif ).

When I save out from Max with oFusion, I save out an .osm file. That .osm contains all the info from my Max scene (materials, objects, animations, rigs, cameras, lights, etc.), if I can get the oScene loader to integrate into DWARF, then ( I think ), I'll be able to open the .osm file in DWARF?

From oFusion;

QUOTE
The Loading Process

The osm scene load process is presented to the user as a simple as possible, while still providing a powerful event based interface where full control of the created scenes is given, the client application is notified about the new element along with its properties and user defined properties, so post-process of elements can be implemented if required.

The loading process is composed of this steps:

*Create a OSMScene object that will handle all of the loading process
*A OSMSceneCallback derived object can be created if notification or post-processing is needed (optional)
*Initialise with the scene filename and the optional callback object, usign the 'OSMScene::initialise' method
*Create the scene with the 'OSMScene::createScene' method

In this way you can set the scene to its initial state again calling 'createScene' after a calling clear on the scene manager, without the need to re-parse the scene file.


Happy to get any feedback on that! biggrin.gif


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RicoSuave
post Jan 11 2007, 02:42 PM
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THANK YOU, for not making it look dumb like that Harry Potter jacked-up crap.
Then again, coming from you I should have expected only Top Quality!


Looks great JP. How does the wolf size up to the centaur? (I have a hard time with dept-perception in 2D landscapes).
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joshpurple
post Jan 11 2007, 03:05 PM
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QUOTE(RicoSuave @ Jan 11 2007, 08:42 AM) *

THANK YOU, for not making it look dumb like that Harry Potter jacked-up crap.
Then again, coming from you I should have expected only Top Quality!
Looks great JP. How does the wolf size up to the centaur? (I have a hard time with dept-perception in 2D landscapes).


laugh.gif biggrin.gif Thanks Rico! laugh.gif

The wolf is ~ twice as big as the centaur, heh, heh. Maybe a little too big? (I should have enabled the shadows, that might help for judging size and distance?)


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Maxwell
post Jan 13 2007, 10:00 AM
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Very nice looking Josh! Very cool.


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