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Author Topic: 100 enemy types possible?  (Read 2420 times)

« Reply #15 on: July 17, 2011, 06:27:49 PM »
Yes it has a price to register to remove the annoying eyeball looking popup but other than that everything works in the trial version with no expiration. Also I have seen people talking about the new Blender being as good as if not better than Fragmotion and it is totally free.
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« Reply #16 on: July 17, 2011, 07:52:35 PM »
i use the new blender and i love it!!! only draw back is no .x  compatibillity :'( i just export as 3ds import into sketchup then use the rad plugin for sketchup to put in rad
« Reply #17 on: July 18, 2011, 05:47:07 PM »
i use the new blender and i love it!!! only draw back is no .x  compatibillity :'( i just export as 3ds import into sketchup then use the rad plugin for sketchup to put in rad
yes, it actually has .x support, you just have to enable it yourself by going to file-user preferences-Add-Ons Tab- import/export, and the check the option Direct X import/export
« Reply #18 on: July 18, 2011, 06:46:51 PM »
oh rly? *looks at program*... i knew that ;D

xat

« Reply #19 on: July 19, 2011, 01:00:41 PM »
I've got Blender already.. and.. I knew Blender was going to turn out being the answer.. I just thought I'd have to figure out how to switch model types to ge them in rad, but now I guess it's already available in blender. That's good.

It's funny though, when I look at Blender images of some of the best work done on it, it is REALITY ITSELF, but then I heard about this polygon limit of a mere 10,000, and I'm wondering how they even made those images. I also heard they're looking into raising this limit much higher.
However, Blender's too buggy and unstable to be good for anything beyond light demo and graphical work. Save often when using Blender, or so I've heard.
« Reply #20 on: July 19, 2011, 03:00:02 PM »
^^^^ not true not true oh and not true.

xat

« Reply #21 on: July 20, 2011, 08:25:14 AM »
well, that's why I said "I heard", as these claims were suspicious as hell.

I was just watching a youtube video called "Super Blender Galaxy", and well, it looked exactly like Mario Galaxy, perhaps with even sharper resolution, all done with Blender using Python scripts. He even had revolving globe terrain areas, and the fire and raccoon mario abilities, triple jump, wall kick, and raccoon mario flight.

I just don't know what to think about Blender, except that it's very powerful and has the toolset of a $3,000+ graphic application.

I guess now that I've seen some better work for it I think it's best to get some official word on what it's poly limit is, and perhaps this newer version has fixed a lot of the bugs, but I'd still save often just to be sure. Someone said that for a reason, right?

xat

« Reply #22 on: July 20, 2011, 08:36:09 AM »
tried to edit post, didn't work out to well with the crappy text window that wouldn't let me see what I was typing, so I'm double-posting without shame.

Anyway, I just heard someone on a blender forum talking about how they find there's a 1,500,000 poly limit per model, but you can have multiple models all with 1.5 million polys in the same render.

So, then I guess if there's a limit nearby, it'd be somewhere over 10 million polys total, if not even a billion polys total..?
« Reply #23 on: July 20, 2011, 10:28:39 AM »
well, that's why I said "I heard", as these claims were suspicious as hell.

I was just watching a youtube video called "Super Blender Galaxy", and well, it looked exactly like Mario Galaxy, perhaps with even sharper resolution, all done with Blender using Python scripts. He even had revolving globe terrain areas, and the fire and raccoon mario abilities, triple jump, wall kick, and raccoon mario flight.

I just don't know what to think about Blender, except that it's very powerful and has the toolset of a $3,000+ graphic application.

I guess now that I've seen some better work for it I think it's best to get some official word on what it's poly limit is, and perhaps this newer version has fixed a lot of the bugs, but I'd still save often just to be sure. Someone said that for a reason, right?
yeah i saw that vid too it look kewl i wish rad could do somthin like that
« Reply #24 on: July 20, 2011, 01:00:54 PM »
yep, it costs money. blender is for free.
FPS game creator for 3drad and >2000 games GamesAtNight

xat

« Reply #25 on: July 20, 2011, 06:05:36 PM »
ok, back on focus now- I looked at the user rpeferences for blender and found an export-only direct x format, but how can I import models from google sketchup into blender?
« Reply #26 on: July 20, 2011, 06:13:01 PM »
export from sketchup as dae import from blender as dae. (oh btw in sketchup dae export is inside the 3d model export btw)

xat

« Reply #27 on: July 20, 2011, 08:15:59 PM »
alright, so I've realized aside from it being best to un-group models before exporting from sketchup, it's really only complicated when you've got it into Blender, and then you need to deal with some preperatory issues like scaling and some other technical details, but I found a guide on it at a blender site.
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