kabutor wrote: > >In the current model the ship models are color-keyed and exchangable, > >to distiunguish them better for multiplayer mode, but I guess we can > >drop that and stick to classic wood-like textures and colors. > > > Umh, well I don't know how to make that "color-key" thing, I'll try to > look for some information about it.. :)
You don't need to do anything, it's just a specific color out of the color set that gets changed to make it easier to distinguish Player1 and Player2. > Well, anyway, I'll upload one zip with 3 models, barcov2-3.blend is the > sloop model, md2.blend is a cannon model, and canon20.blend is the one I > recomend you to use, is a simple canon, with the uvmapping already done, > so you can export them easily. http://www.pccable.es/images/sloop.zip > (270kb Blender 2.33a) Because at the moment the sloop model is split in > several meshes, the flags, the hull etc, haven't tested it in any 3d > engine, more than probably it needs some rework before exporting it to > any format (also removing the cannons in the deck, because those are a > lot of polygons). Okay, thanks. > BTW, I just tested plib, loads fine the model, but don't really see that > is going to mix well with SDL, also I read some complains about using > glut for the rendering and so.. so I think I'm going to test Irrlicht, > Im looking forward to your experiences with crystalspace so I can start > testing the models for the ingame, wich I think are going to need some > redraw, or maybe redone from scratch again, but not till you choose the > rendering engine or stay in 2D. Okay, but this might take some time, there are some pending exams that need to be sorted out. Cheers, Moritz