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Re: Medipad (2)

Posted: Sat Oct 31, 2015 9:59 am UTC
by chris

more for an indefinite time, same issues as with the lasgun.
Maybe I can write an exporter,but this will take a while.
Viech can change this thread to draft or aborted.
Image


Re: Medipad (2)

Posted: Sat Oct 31, 2015 10:19 am UTC
by Viech

Ouch! It worked up to the point where you animated? Maybe we can have someone aniamte it in blender instead?


Re: Medipad (2)

Posted: Sat Oct 31, 2015 3:14 pm UTC
by kharnov

Whaaaaat :bugeyes:

Can you give us the OBJ and the textures in TGA? We can have someone else export it in Blender, as Viech said.


Re: Medipad (2)

Posted: Sat Oct 31, 2015 4:12 pm UTC
by chris

It isn't animated atm. It is the nearly the same file as before just with a static placeholder submesh, so that I can work on the holographic shaders, and then flesh out the animations. But this is already enough to break it. :(
Let someone else export might be a solution if it is done but not while I'm working on. And I can't really work on it
without a proper toolchain. That's why I put it on hold until I have written an exporter.


Re: Medipad (2)

Posted: Sun Nov 01, 2015 1:34 am UTC
by kharnov

Can you start work on that now, so that we can have the lasgun in-game too?


Re: Medipad (2)

Posted: Sun Nov 01, 2015 9:32 pm UTC
by chris

yes


Re: Medipad (2)

Posted: Sun Nov 01, 2015 9:35 pm UTC
by kharnov

:thumbup:


Re: Medipad (2)

Posted: Fri Nov 13, 2015 11:05 am UTC
by Viech

Cool!Putting this on hold as a draft.


Re: Medipad (2)

Posted: Wed Mar 02, 2016 7:36 pm UTC
by Viech

Medipad is ingame, good job!