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MikeClarke

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Everything posted by MikeClarke

  1. I say, scout ebay I picked up my Geforce GTX 285 1gb for £25+£7 delivery. That was about 6months or so ago. My rig in total was around £450 to make but it is well over the spec's computer stores were offering (even the smaller stores) at the time. Just find what you want (say 3-4options for each part) stalk ebay, save a fortune. When I bought my gfx card and paid £32, i went down Dundee the day before and the lowest I could find was £90 second hand.
  2. Note i'll be backing but holding of til towards the end as Im funding an "extended family" holiday next month for two weeks so want to keep funds safe for that. In the meantime I'm putting up a $1 token backing, will extend that to $100 end of next month.
  3. Rick just split your partition (can do that in windows without a format), creating space then install linux onto the free space you just made. The box im running down is win7/ubuntu. However, I have replaced ubuntu about 5times with various distros' (gentoo is my fav) I tried to get the mac os running but couldn't be bothered with the hassles lol. If you have experience with linux and command line installs go with gentoo (not the installer version) otherwise ubuntu/kubuntu are great for entry to linux. + they're all free, unless you want them to send you the disk.
  4. I decided to keep playing with unwrapping (same model) took me a little practice but I now have a much cleaner unwrap. As you can see I still have the top/bottom circle's in the bottom corner, I had unwrapped the entire side's in 1 (despite it being 3 different materials) so decided to split it apart, the right hand side will be wood. The top will be a brushed metal, and the other rectangle which appears at the bottom will be a screw beveled metal. I also wanted to show the actual model, i haven't made a texture yet so this is a render from earlier today. Tell me if you can recognize it
  5. This is what I get for branching out
  6. took a bit more tinkering but it worked. I ended up going via doing top/bottom first (together) scaling them into the bottom corner. Then doing all the sides using the cylinder unwrap. Scaled them to top corner then selecting the top/bottom at the same time to ensure it all matched. Thankyou very much for this - damn unwrap is a pain No idea what those two lines are in the top right but i'll just figure out what section they are later & plain color them Thankyou again
  7. This stuff is a nightmare lol now i can't get the damn ends back lol Ok what would really help, can you do step by step from where you are there to putting the top/bottom of the cylinder on the same map. That would help immensly as there must be a step im just not grasping as I had it, lost it and cant get it back :S
  8. Just uploading what I have now (im actually able to move things now it wasn't letting me earlier). As you can see I now have managed to the top/bottom and move them to the side, but the cylinder sides are now longer uniformed as they where earlier. which will make for v.difficult texturing since I need to apply text over it :S
  9. That's what i'm having issues with. but yes the bottom is the result i'm after. If i get all the sides nice and tidy I can't seem to add the bottom/top of the cylinder to it. The moment I try to select them, it removes sides. Is there a specific key or something I need to press to keep things in the uv panel?
  10. Btw just watched over the video (had already found it on youtube) but it doesn't address the problem. That is using 2 materials. That's wasteful it should be achievable with 1. Which is where my problem kicks in I want the top/bottom on the same uv map.
  11. The bigger of the two issues is the ability to move the unwrap. Once I scale it, it's no longer on the unwrap panel which is frustrating. I had a successful unwrap earlier but it overlapped one of the cylinder ends with the side and I couldn't move it.
  12. Howdy, Well I wasn't sure whether to post it here or not but figured it would be the quickest access to help. I'm trying to uv unwrap a cylinder. I can unwrap all of the sides using cylinder projection but its huge, when I scale it down it's outside of the unwrap area and I can't move it. Is there some key I need to press I have tried every a-z shortcut but I just can't seem to move it. Secondly, if I try to add the end's of the cylinder (select them in 3d view) it removes everything else from the unwrap, is there a trick to this? I've tried watching some video's specifically cgbloomer but his beginner unwrap was on a cube which is simpler to unwrap and doesn't have the multiple face located seperately on the unwrap issue. He also seems to just drag the selected element but that isn't working. Any help appreciated
  13. I understand finding a finishing line is difficult, especially given game technology constantly changes. I would put a finished "minimum" that is equal in feature/function to LE2 with any consistant bugs resolved. Then their could be "stretch goals" which would be a standard % improvement, so say 10-15% improvement in each section of the engine. Physics quality, Lighting Quality, Geometric Quality etc. From their, port to Linux etc. I don't in any way mean to demean effort/work. But a KS campaign that raises say $20k, and you focus on linux development. Yet licenses already paid for Windows/Mac/Ios are still looking for key things. Analogy for clarity: It's like waiting in a restaurant at 5:59pm with a 6pm booking and having someone walk in with a 8pm booking and getting seated before you. Whilst your told to wait over at the bar for a table.
  14. I'm stuck in two minds. I want to support the growth of LE as I see huge potential in it, but by supporting this it's putting a huge obstacle between what I want and when i'm likely to get it. I do see Linux as a big part of LE's future, but im not sure why that is coming before other things. Wouldn't it be simpler to port a finished product than to port an unfinished product, then port each individual module your create after.
  15. light/shadows = check normal, diffuse, specular etc = check water = not sure haven't touched it but you could make a custom shader. move around to take screenshots = spectator cam check
  16. This is semi related, I'm not sure how LE3 handles it. Is there any objects outside of the skydome? In a few other engines if you put anything outside of the skybox/dome then it screws lighting up.
  17. This may be a really stupid suggestion, but please try to follow my train of thought. If you take a sphere with 12 sides, and compare it to a sphere with 36 sides, the rotation angle is bigger with the 12sides. So since each face is bigger, it requires more force to roll onto the next face. It will stop sooner. It's movement would be more "stuttered" towards the end, and it's impact with any other objects (walls/borders) would absorb alot of force. I'm not sure if how the engine perceives a model of an object different to an exact replica in csg format, but maybe increasing the "sides" will help with it. It's not like your using a huge number of poly's anyway so where is the harm is say trying with 100sides to see how it compares. Test 1: 10sides Test 2: 25sides Test 3: 100 sides Compare all three (both model & csg) try to find the consistancies.
  18. I think i understand more what you mean now, in a level I'm working on I am using the stock dev textured, if you make a flat panel (any size) copy it a few times and connect the edges, the texture by default appears seamless and matches up great. I think by default it's designed for larger objects such as walls and it allows the 'n' shape around a door or the 'o' around a window to quickly match up the textures without needing to fuss aligning them. I quite like this as a default methodology but your suggestion for a more advanced adjustment option sounds good.
  19. Why not just use a cg brush since it's just a rectangle? Sorry if that's what you have done looks like a model or maybe that's the texture. You could use the manual options to reset & offset the texture as desired.
  20. Beo that may be because there's no intro menu setup.
  21. I just came across this whilst looking through blender tutorials, figured it may help.
  22. Ok this is probably the most stupid question on the planet but I feel I must ask it to clear my own head. When you make a player, it tends to be 1 object, the anim for 3rd person views is generated using the bonus etc. My query comes in regard to weapons. I assumed the clip/magazine would be a seperate object within the model itself, but what about the rest of the animated aspects such as the trigger etc. Do you model each bit and just place them together or do you make it 1 solid object, then just use bones to move the trigger back etc Bear in mind, im looking to focus on first person so the player will have a v.close view of the animations.
  23. Working in theory here, you could have it move up when it detect's a wall, then have it move in the opposite direction to the wall, finally snapping into first person. I'm not sure how to do this in code, but I would assume when it detects a wall it gives you a direction to the object.
  24. Mine was the following day. Glad to see you decided to join the community though. I'm new myself but look forward to getting to know you
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