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Wyoming, USA
Adventures of Goblinson Crusoe
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453 entries
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JTippetts
August 11, 2012
Blender Cycles Landscape, Backdrop
Blender Cycles

Awhile ago, the Blender team started work on a new renderer for Blender, called Cycles, driven by the work being done on the next open movie project. The latest releases of Blender include this renderer, and if you haven't looked into it yet you're kind of missing out. Cycles is neat.…
7,675 views
JTippetts
August 11, 2012
Tri-planar Texture Mapping in Blender Cycles


What is that monstrosity, you ask? Why, I'm delighted you asked. That is a first stab at a material node tree for doing triplanar mapping in Blender's Cycles renderer. Until Cycles came along, I couldn't find any way at all of doing tri-planar mapping. The result:



Woot! No stretching. One of the big…
11,382 views
JTippetts
August 05, 2012
Creating a Forest Scene in Blender


As I indicated in my last post, I've been playing with creating renderings of forests in Blender. In order that I not forget this process when I inevitably move on to something else, I'm going to write out what I'm doing here. It's actually pretty simple, but it's been a few hours of fiddling and w…
18,245 views
JTippetts
July 31, 2012
Forest rendering
I've been on an art push lately. Today, I was fiddling around with the idea of using Blender's particle functionality to create large forests. It actually worked pretty well. The idea is that you create a terrain and attach a particle system to it. You can paint the terrain with vertex weights to c…
4,043 views
JTippetts
July 27, 2012
Still alive
I am still alive. In case, you know... you care.

It's the busy season, though. Temps are high, weather is bone dry, perfect for getting projects done, so work is slammingly busy. And when I come home, there's a smelly kid to take off my frazzled wife's hands. So I haven't been able to do much. Gobli…
2,237 views
JTippetts
May 27, 2012
Why this particular Diablo 2 player is unimpressed with Diablo 3.
Now that I've uninstalled the game and have had a few days without playing to mull things over, I've been able to put my finger on a few of the reasons I was unimpressed and even upset with Diablo 3. I find that almost all of those reasons can be neatly summed up in a single idea: that the design o…
7,106 views
JTippetts
May 12, 2012
Path preview


Today was a busier day at work, so I didn't get to do a whole lot. But I did excise the old chain-of-green-arrows path preview code in lieu of a preview mode that shows hexes you can walk to given your current number of movement points, as seen above. It's a quick hack, though, that doesn't cache t…
2,166 views
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JTippetts
May 10, 2012
Quick-bar, Inventory Access From combat, etc...
Obligatory nightly screenshot:


Today I implemented inventory views in the combat control panel interface. An inventory view acts as an observer, tracking an inventory full of items and presenting a grid layout of icon buttons. In the above shot, you can see the 3 button (currently) main menu with th…
1,811 views
JTippetts
May 08, 2012
Ashlands, Combat UI Tweaks


Pictured above: Travel mode using the ashlands graphic set. I am not in love with the mountains; I think tonight or tomorrow I'll tweak the noise modules that generate them a bit to add more "life" and texture to them. The trees turned out pretty okay.



I experimented with a different UI scheme today…
2,088 views
JTippetts
May 08, 2012
Melee, Spell-casting, Item Use


Did some more work on codifying the actions and skills system. I took out the old melee code, and implemented a more general structure for executing an action. All actions are now described by a table of data, and a combatant can be commanded to execute an action. For example, a melee attack curren…
2,225 views
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