Search found 446 matches
- Sat Sep 08, 2007 1:26 pm
- Forum: EPS: Contributors Office
- Topic: Model: Construction Wagon
- Replies: 41
- Views: 52301
No, the Unwrap and Texturing process are distinct. For Unwrapping you need nothing set at all except the settings I mentioned in the Unwrap popup. For Texturing you need to other settings. You tell Blender there how to project the texture on your mesh. Using Orco means the original coordinates are u...
- Fri Sep 07, 2007 1:55 pm
- Forum: EPS: Contributors Office
- Topic: Model: Construction Wagon
- Replies: 41
- Views: 52301
Ah I see. You have not the right texture options set in this case. Under the Material Button there is a Map Input Panel. In there you have to tick the UV Button. Chances are it's on Orco right now. This tells Blender to use the UV coordinates you unwrapped instead of the original coordinates ( Orco ...
- Fri Sep 07, 2007 1:51 pm
- Forum: EPS: Contributors Office
- Topic: Model,Skin: Worker Office Chair
- Replies: 2
- Views: 9648
- Fri Sep 07, 2007 1:49 pm
- Forum: EPS: Artwork, Models and more
- Topic: Dragon First-Person-View (Fallback Version) (vote)
- Replies: 12
- Views: 45387
- Thu Sep 06, 2007 9:11 pm
- Forum: EPS: Contributors Office
- Topic: Model: Construction Wagon
- Replies: 41
- Views: 52301
- Thu Sep 06, 2007 12:38 pm
- Forum: EPS: Contributors Office
- Topic: Odjin Nano-Tech Battle Armor
- Replies: 27
- Views: 38449
- Thu Sep 06, 2007 12:36 pm
- Forum: EPS: Contributors Office
- Topic: Model: Construction Wagon
- Replies: 41
- Views: 52301
What do you mean with "wraps back"? The Unwrap process in Blender is designed to preserve angles as good as possible. Important is like mentioned to place the seems at the right place to get patches of faces which you could flatten out in reality if it would be made of paper. Takes a bit of experien...
- Wed Sep 05, 2007 8:55 pm
- Forum: EPS: General Talk
- Topic: What is it about?
- Replies: 19
- Views: 44031
I just don't see what you want rifts for. "Rift" is simply a name I gave to this phenomena that is able to alter your energy level. These rifts occur in nature but are very unlikely. Portals give the right rift in the right place the needed "push" to appear. A machine cabable of changing the "xendr...
- Wed Sep 05, 2007 2:37 pm
- Forum: DE: General Talk
- Topic: Language of choice
- Replies: 1
- Views: 19718
The game itself can be coded in any language using the matching Scripting Module. All other modules in the engine are written in C++ for speed reason. If you though can produce a valid library file loadable in C++ though with your compiler or language of choice then this should work too. If this is ...
- Wed Sep 05, 2007 2:33 pm
- Forum: EPS: Contributors Office
- Topic: Model: Construction Wagon
- Replies: 41
- Views: 52301
Rather simple. First you have to place seems along your mesh. Consider seems the places where you cut open the mesh with a pair of scissors. Hence seems have to enclose connected patches of faces. Since it's an "unwrap" it's a good idea to make the patches as flat as possible without too many cuts. ...
- Wed Sep 05, 2007 2:09 pm
- Forum: EPS: General Talk
- Topic: What is it about?
- Replies: 19
- Views: 44031
For a wormhole ( after what I know about it ) you need a folded space so that moving along the 4th dimension results in a short way from one point in space to another. Here though changing the energy level moves you along the 4th dimension ( which is a non-folding space ). Hence you do not dislocate...
- Wed Sep 05, 2007 1:57 pm
- Forum: EPS: General Talk
- Topic: First signs of the project popping up
- Replies: 2
- Views: 8866
Epsylon is not a "true" RPG. RPG means "Role Play Game" and indicates a type of game based only on character development and story ( or better said these elements are where the stress is put upon ). Epsylon though focuses on story, exploration, interaction and problem solving ( not always puzzles )....
- Mon Sep 03, 2007 3:24 pm
- Forum: EPS: Contributors Office
- Topic: Model: Construction Wagon
- Replies: 41
- Views: 52301
Looks good so far. I don't think the pole in front is required. This one is old and already rusting at places and is never moved again anymore. I would say we drop the part in front to save vertices since it will not be used. You can leave it in though as a separate object should we ever need someth...
- Sun Sep 02, 2007 11:40 pm
- Forum: EPS: Artwork, Models and more
- Topic: boxart and logo
- Replies: 4
- Views: 10769
The problem is that I know exactly how the cover is supposed to look like. But for this I lack a couple of things: - A finished model of Odjin's battle armor - Outline of the city of Scyte - Finished model of team characters and some "special" characters. Before this is made the cover can not be rea...
- Sun Sep 02, 2007 8:32 pm
- Forum: EPS: Artwork, Models and more
- Topic: boxart and logo
- Replies: 4
- Views: 10769