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Topics - Hamilton

Pages: [1] 2
1
Site/Forum Help / download is...forbidden?
« on: May 08, 2015, 07:36:58 pm »
hymn. It's very odd actually. When attempting to re-download the game (long story short: old pc died, new pc doesn't have this nifty game). I have attempted the torrent version, but it goes nowhere. There are no seeds for it to connect to. I'm sorry, but I'm not waiting weeks for a download to finish. That's silly.

I also attempted the adf.ly link.

Quote
Forbidden

You don't have permission to access /DL/FHSetup.exe on this server.

That is my result. Every time.

That's mighty weird stuff right there. Any solution to this?

2
Finished Maps / [1.13] Sahara (test phase: open)
« on: January 19, 2012, 09:55:03 pm »



Years before your time, before my time, before the times of our father's father's fathers, there stood a wonderful kingdom. The lands surrounding it were lush, full of life. The people were good and fair, and their ruler was kinder than the most golden heart-ed of men.

They lived in peaceful times, blessed by peaceful gods. You could not find a more happier place in all of Sahara.

However, these good times were not to last, as all good things never do. A dark shadow befell the land. A mighty and vile creature had found the proud kingdom. And he coveted it madly.

Like wildfire, he came. Destroying homes with the flick of his tail. Sending the people running for shelter wherever they could find it.

The king, understandably, was furious. He sent wave after wave of warriors to take down the beast. But to no avail. They were tossed aside like they were mere leaves on the breeze.

So as the beast lay paw within his palace, the king went to him. They fought a mighty battle that seemed to go on forever.

The royal priests, sensing their ruler was about to fall, devised a plan. They would use the last of their powers to seal away the demon that threatened the kingdom.

Quickly they worked, placing spell after spell upon a stone box and solid wood lid. Every spell they knew went into the box, except for one.

Night fell upon the battle as it ended it's 3rd day. The king was on his last drop of blood. The beast was eager for more. As if reared up on its hind legs to deliver the final blow, the priests unleashed their final spell upon him.

In a wave of gods light, the beast was forced into the box and sealed away forever. But not without a heavy cost. The kings priests were gone, vanished on the wind as they had given their life, their very existence to stopping the slaughter.

The king, too, was caught in the light. His body sealed into a sandy cocoon. The people grieved at the terrible loss.

The lands withered, and the people grew hungry and sick. Eventually they began leaving Sahara.

But not without building mighty tombs. One to honor their fallen king, the other to further lock away the evil from the world.

The people of Sahara eventually faded into history. And the lands forgotten to time. No one can be sure anymore, if the tales hold any truth to them.






So, this Sahara business. What's it all about?

It's 9 maps. That's what it is! NINE! Can you believe it?! Gosh, somethings I just can't keep under control. It's a curse, I tells ya!

Sahara, itself and the general idea of it, is fairly old. the original maps were released long ago. Back when Impressive Title was in it's hay-day. Though also, at the times when the forums were at war. It was a confusing time back then. So many lives lost. So many memories made.

But I'm wondering away again, aren't I?

The Outline is simple. Sahara is at the center. Its where you arrive and leave. It is what binds the worlds together in harmony. But it's not without it's treachery. Beware the moving sands. And fear the ground that isn't. Those that brave these lands are rewarded with 4 other maps.

The pyramids. Three built to fool grave-robbers. Only one is open to the crypt below the ground. In the darkness, something stirs. I wouldn't linger too long here.



The settlement. Last outpost of the ancient Saharans. a mighty fortress that stands the test of time. Built on the shores to the north-flowing river. It offers refuge to those that have lost their way. The communal bath-house is the place to go for secrets and stories of other lives.

The ruins. what remains of the palace. Crumbled by the great battle, it offers little shelter above ground. But the people dug a mighty fine refuge under the stone. I'll wager it could hold a hundred families and have room to spare!



The oasis. Tread lightly. These are sacred lands. Only those with peace in their hearts may venture here. And don't you DARE enter the sacred tomb without following procedure! I'll have your head for daring to disgrace the king!




There's laws to go with these lands:

~Obey the laws of the game.
~There is lots of space, don't hog open areas for your naughty doings.
~None of the Sahara may be claimed.
~This is HamiltonHocks map. Don't be a turd and say otherwise.
~Watch your back....


The spirit of Sahara is to never reveal all it's wonders all at once. There are all sorts of little places squirreled away. Have fun finding them all!(note: these locations are not available in the test release)

~what's this house doing way out here?
~omg is that a....it is! omg you so filthy!
~lolololol quicksand
~it's staring at me....make it stop!!
~what the heck are you doing?
~TREASURE!





Well, there you have it. Sahara in a nutshell.

But wait! There's more!

download Sahara!
Warning: this is a large download...apparently. It's taken over 5 minutes to upload. Let it go at it's own pace, it'll get there...eventually x.x;



Initial lag score-card:
sahara- 0
ruins - 0
last refuge - 0
pyramids - 0
crypt - 0
settlement - 2-3
bath house - 0
oasis - 2-3
sacred tomb - 0-1

Scale: 0 no lag, 1 unnoticeable soft lag, 2 noticeable soft lag, 3 noticeable lag, 4 heavy lag, 5 game crasher!



Enjoy the music of Sahara? Give some love to it's maker!
Kevin MacLeod

3
Other Mods/Creations / Equipment by Hamilton
« on: December 29, 2011, 06:18:49 pm »
For now, these are only the items I made for Impressive Title servers.

The ones that worked best on both models were chosen and coded to fit FeralHeart.

Da Rules:

~do not claim any item as your own work.
~do not claim any coding as your own work.
~do not claim any item as 'private'.
~do not ask me for items, I make them as I see fit.
~do not ask me for 'private' items. No. Just. NO.


Pack 1




To download
click me
((this link will take you to a thread in "One Little Corner" where the download is held))



The instructions are there. Read them carefully.



I hold no obligation to update this on a regular basis and should an update be made, it will not be announced in the title.

4
Modding & Meshing Tutorials / How to: keep temp objects at bay
« on: September 23, 2011, 08:26:55 pm »
So frustrating, isn't it? You've been working on a map or two for a while when out of the blue, something you played with in object maker shows up in them!

Sure, you could just select the objects and delete them. Or you could delete them from the file itself.

But what if you could completely avoid them all together?


Take heart! There is a way!


See, every-time you do anything in object maker and map maker, the game saves it was a temporary object file. And occasionally, it pops up in other maps for no real reason.

But if you clear the temp file before you get to your map, then the only thing that will load is the objects you want to be there!

It's very easy. And you don't even have to leave the game!

Every-time you use object maker, when you are done, delete the objects. Then hit the clear button (it's in the first tab). After that, hit the test button.

Confident the objects are thoroughly gone, you can go to map maker now (though i usually hit the clear button again for good measure).


Likewise, when you are finished working in your map, go to object maker and clear the scene. Even if there is nothing there.



Now, mind you, your maps object file may still display a [temp/temp] object. However it will be a non-object! Completely invisible! No longer gumming up your work.


Also, when you export, you may end up with a temp.fho file. It's harmless and can be thrown away.



Viola! A little round-about, but no more randomly appearing objects! All within the comfort of the game!

5
Finished Maps / [1.09] Noynac Dnarg (Fixed//App open)
« on: September 22, 2011, 08:26:56 pm »


Shut up! It's a totally original name!

Dnarg is a medium-large sized map. It is a canyon styled map with the vast majority of its features being in the lower level. The canyon itself divides two forests. Though not as cleanly as you'd think. Peculiar...



Your first site when entering the canyon is pretty daunting. High walls surround you while a river lazily continues its eternal task of eroding the earth beside you. Is that a bridge over your head? Are these steep walls scalable? Perhaps you should get a better look...



Some of these ... formations ... look habitable. Old boundaries linger on the breeze. Clearly you aren't the first to explore this land. But what has become of the last?



The walls are unstable. Looks like they've come down in some places. A sure-footed creature, such as yourself, might be able to use this as an advantage.



The risen lands are considerably greener. The view below isn't half bad either. Perhaps you'll stick around for a while...


Dnarg boast dens of many shapes and sizes. From enormous ones carved from the land itself...



To smaller, less navigable ones.

Not all are fully furnished. But at least 1/4 are rather inviting looking.



Some show evidence of having been lived in....very recently. It's probably better to avoid those. You never know who might be lurking in the next hole you stick your nose into...





Laws of the land!


  • When you enter the map, greet it! A friendly "hello!" in general to alert others to your arrival.
  • When someone enters the map, greet them! A friendly "hello!" in general let's them know you're here.
  • General will be for chat. Unless agreed upon by all parties.
  • Local will be for roleplay. Unless agreed upon by all parties.
  • Your tawdry love-affair isn't appreciated by all parties. Keep it local, keep it private. There is more than enough space.


There are 10 large dens to this map. (and about a hundred small ones). You may NOT claim dens permanently. You MAY claim them for the duration you are in the map. HOWEVER when you leave the map, for ANY reason, you forfeit the den. No exceptions! This means logging out, changing characters, or navigation away from the map!

There are 4 established territories to this map. Scroll to the bottom for a form to apply for a territory. You may NOT claim a territory without filling the form and being APPROVED. Only established groups may apply. No one character may claim a territory for him/her self. Territory owning is permanent and remains your groups land until they move or disband.


Boundary lines are suggestive. Applying groups may extend or diminish the boundary line as they see fit. HOWEVER, boundary lines may not contact other territories or the river.

The northern most territory is reserved for a later group.

The eastern territory is open.

The western territory is open.

The southern territory is open.


To apply for a territory:

The person applying for a territory MUST be the current group leader. Sub-ordinates will not be permitted to apply.
The territory you are applying for MUST be available. Check above to be sure it is open.
ROLEPLAY with Fog. Fog holds all the cards. You, as group leader, must prove to him that you and your group are worthy of living in his domain.


Application:

Are you the leader? (if no, stop now!)
What is your group? (link please!)
Are you established? (more than 4 members/users)
When can you meat ....er i mean "meet" with Fog? (any time between noon and 4 pm EST. sunday-friday)
Which lands do you seek? (east, west, or south)



About the music

There are 5 tracks in this maps playlist. Interestingly, the game only seems to like playing three. It will pick 3 at random for it to shuffle. So there may be a different list each time you enter. A spiffy mistake to stumble upon~

The overall tone picked for this map is medium paced travel music with a dash of adventurey confrontational and sad romantics. Some tracks may be slightly louder than others, but not enough to blow out any eardrums or anything.


Music by

http://incompetech.com/m/c/royalty-free/
http://sonnyboo.com/music/music.htm
http://www.danosongs.com/

6
Request a Preset/Marking / Free Markings (taking requests)
« on: September 15, 2011, 07:44:10 pm »
Guys, you need to really think about the requests you are thinking of making here. Markings can not be one-sided and are always one color (unless kov makes a change to the markings coding, which so-far he has not). If you marking does not fit that, it is not a marking it is a preset. I am not doing presets.

I am open for marking requests!

So long as the request:

-is original. there is no other marking like it.
-can not be achieved in part by existing markings.
-may be shared freely.
-is not a preset.
-can be mirrored cleanly.
-is not two-toned.

So if you've got a marking you've been dying to have made real. And it fit's those three things up above. Then this is the thread for you!

At this point, I don't really feel a reference is needed. I mean, come on. 667 of you have downloaded and are using my markings pack right now! If that's not proof enough that I can handle your request, I don't know what is!






I feel obligated to tell you that while you will receive a download for your marking (and your marking only), the marking will be subject to be included in a future marking pack.


But hay, free markings! For YOU!

7
Species / Hamilton's Aliens /WIP/
« on: September 08, 2011, 03:10:07 pm »
Post 1 :: Introduction. Species >Tigbit, Libbit, and Mardix (space permitting)
Post 2 :: Mardix (cont?), Garbian, Plushion, and Shivolf (space permitting)
Post 3 :: Shivolf (cont?), Kyorii, and Vierkat
Post 4 :: application


Welcome to yet another display of my lazy, none coding...ness....!!

I hope you enjoy your stay. Please don't feed the animals. If you give them people-food, they start thinking they're people. When they think they are people....well.....you don't want to know what happens next.


OKAY!


Some of these creatures are quite old. In ffaacccttt Our first subject was original created over 8 years ago. Astounding!

The information has been modified to suit the options available via FeralHeart character creator. Additional material may be provided at a later date.

Please be respectful of my space. The information you are about to receive is highly classified and if you are caught passing around copies, this thread and all it's contents will be deleted. I am a highly trusting individual. Don't give me cause to alter my views now.


OKAY!

Let's get this show on the road. Please keep your hands and feet inside the hover cart at all times. Here we go~



Tigbit (tig-BIT)

An amalgam of tiger and rabbit. A medium sized omnivore. Tigbits have a habit of living in multi-family groups of 20 or more individuals. While rogues are not unheard of, it is a rarity and can result in mental damage. Mates pair for life, though monogamy is not a heavy trend. Litter size ranges from 1 to 4 pups.

Tigbits appear differently depending on the area they live in. Most common in large plains, mountainous regions and swamps. Tigbits born in the mountains are generally the tallest. Their fur is thicker and their muscles more defined. Overall, much more bulky. Tigbits from swamps tend to be smallest. Yet retain some of the shape of mountain tigbits. Field tigbits, the most common, are about the size of a large dog. They have much slender features in comparison to other tigbits.

The overall build of a tigbit is feline. though the canine models work best. They have small paws with semi-retractable claws. A fluffy tail not unlike a foxes. Their faces are short and their noses are small. the bridge of the nose may be smooth or sharp. Their ears are large. Enormous even. And pointed. Both genders may develop manes, though it is most common in males. Only half and quarter manes. Tigbits do not grow full manes. And of course, they are striped. Just lightly, not like a tiger. Stripes tend to be located on the legs, tail, and ears. Some individuals may develop stripes on the face and back.

Tigbits come in natural tones. The range of common colors is pale tans to deep greys. Uncommon colors include pure white and black. Stripes are usually darker than the fur surrounding them. Black tigbits have no stripes.
Eye color is not bound. Tigbits may have any eye color. Many in shades of purple! Oh my!

Images ::

Generic tigbit. canine model


Generic tigbit. feline model


Download :: Tigbit stripes /wip/




Libbit (lehb-BIT)

A cousin of the tigbit. A large sized piscivore (fish eater). Libbit's form groups of solitary individuals at prime fishing locations. These groups can get as large as 15 creatures before hostilities break out. These groups are not tightly knit and are frequently changing in members. Mates come and go, and rarely stick together after er....copulating~. A single cub is born. Twins are a rarity.

Libbit live near water and are especially fond of waterways where large fish are found. There is some variation between individuals but not enough to warrant classifying them as sub-species or breeds.

In general, libbits are feline in appearance. The feline model works perfectly. They are a large species, easily matching the height of an adult male lion. They have wide faces and moderately sized muzzles. Their noses tend to be large. The bridge of the nose is usually smooth to the shape of the skull. The ears are large. Very large, and pointed. And their tails are lion-like with a slender length and tuft on the end. Their bodies are bulky and the fur is short and smooth. Paws are wide and webbed. Claws being completely retractable. Males may develop short manes. Half or quarter manes only, no full manes. Females go mane-less though rarely may have a small tuft.

Libbits have a low range of colors. Only appearing in varieties of tawny, golden tan, and dusty. Mane and tail-tuft are usually darker then the pelt. Rarely, some libbits may develop faded spots on their rumps. These, when apparent, are rosettes and colored so finely they are barely noticeable. Libbits may have any eye color. Though yellow and green are most common.

Images ::

Generic libbit


Download :: none







to be continued.......

8
Finished Maps / [v1.09] Hamilton's Maps (2 new)
« on: August 30, 2011, 09:22:42 pm »
WOO! It's back!

After...too much time spent with markings and presets and meshes....so many meshes....I am pleased to say, Centralis is back and better than ever!


You enter to world from a modest sized island. The music is light and airy. Very relaxing. There are 11 potential jump gates. One is the jump back to cape, should you require it.
The potential for lag here is minimal at best (worst? lol). The most inducing object is the fire.
Download me!


No-one knows why this settlement was built off the cliff and lifted precariously on stilts over the ocean. But it boasts some scenic views and cushy living spaces. If you can navigate it's near-labyrinthine design... The music is a mix of dramatic action and breeze ocean tunes.
The potential for lag is moderate here. There are a lot of objects. Lag may be at it's greatest if you've had the game open for a long time. Setting your view to 0 and turning off reflections is a good way to limit the effects and give you a nice view of the planted ocean floor.
Download me!
NOTICE: must have Centralis to access this map!


Jump Gates
I don't want to spoil the surprise. These are small connecting tunnels between maps. The music is upbeat and fast. Get's your heart racing.
A new jump gate comes with every expansion map :'D




Credit:
To my map testers, EotW would be boring without your ideas~
music by:
http://www.pacdv.com/sounds/free-music.html
http://www.taylorhayward.org/freemusic.htm
http://derekaudette.ottawaarts.com/music.php
http://www.soundjay.com/free-music.html
http://sonnyboo.com/music/music.htm
http://www.danosongs.com/
http://musopen.org/



Now...let's party!




Oh, FYI: the instructions are there for a reason. You should follow them. I could not possibly make them any clearer without coming to your house and installing everything for you. And you'd better have cookies....

9
Modding & Meshing Tutorials / How to: work with Blender
« on: August 18, 2011, 09:26:51 pm »
Part 1

Your first task to procure the following programs and scripts:
Blender
A working Python (no, not a big snake in a hardhat. well....actually...the icon does kinda look...oh never mind!)
The Ogre mesh exporter compatible with your version of Blender.
OgreCommandLine Tools (exactly the way it looks)


Blender: without this, you simply cannot mesh. It's be like trying to make a flash video without flash. It has all the tools you need to make spiffy meshes, set armatures, animate, record, render, and even build a video game! Wow.

Python: while you don't need this if you plan on meshing and never using your mesh for anything than to look nice in blender, you do need it for running all your scripts. You know, like the ones that let you import and export your work. Python is just cool that way.

Ogre mesh exporter: simply put, it's a script that will allow you to export your mesh into a .xml format.

OgreCommandLine Tools: these are the magic makers. take any .xml mesh, and they will automatically convert them to .mesh format. That's the format we need for FH!


You can get these by following the links provided:

Blender 2.59, the latest! (it's okay to get the older version too)
Python 3, the python Blender 2.59 needs (if you have an older version of Blender, python 2.6 will be needed)
An exporter/converter compatible to Blender2.59 (it's still being worked on, I have no idea how stable it is...)
The exporter for lower versions of Blender (hay! that's what hammy uses!)
XML converter (it's at the bottom of the page)


Installation.

Run the blender instal as you would any other program.

You can run it to test it/play with it if you like.

If I remember (it has been a few years) Python should install fairly normally to. (ok ya, just install normally, it'll make it's own folder).

I use an older exporter so, follow the readme text if you are using the exporter needed for blender2.59.
If you are going with an older blender, make sure the exporter script finds it's way to the scripts folder. You can find this here:

my computer->local drive->documents and settings->your data file (should have your name)->application data->blender foundation->blender->.blender->scripts

Lastly, install/open OgreCommandLine tools. I let mine make a new folder like the python did, to make it easier to find. But again, you can install this anywhere.


OKAY
you should now be ready to get to work!

Let's take a moment to make sure everything is in it's place. Run blender. A black window should open with the dialog "Compiled with python version #.##.##         Checking for python..........got it!".

If it doesn't "get it", Python didn't install properly.

The black window will remain, but the Blender program should now be up and running.

Blender needs a prompt to locate newly installed scripts. To do this, find the little square on your screen that currently is filled with a small grid pattern.

Click on it to open a narrow drop menu. There will be an option near the end that says "scripts". it's icon is a snake.....

Click on it. you screen should change to be nearly blank. This is okay! Really!

On the header where you found that grid button, it should have a new button called "scripts".

Click on it to get another drop menu. The very last thing on the menu is "update menus".

Click on it to update your scripts.


To test that this was successful (and that you installed the exporter right) click on the "scripts" button again.

From the list, highlight "Export" and from there select "OGRE meshes".

This should cause the window to be filled with some text boxes and big buttons. (some blue, others yellow).



Welcome back!

Today, I am going to attempt to at least get to "Building a mesh". However I have much less time today, there was a storm not long ago that I had to turn my computer off for so...yeah. lol

Oh Right, today we need a screen shot!


Chances are, you screen looks something like this when you start up Blender. (my version is slightly older than Blender 2.59 so some things may look different).


In the center, we see the current mesh. A preloaded Cube. Our view is currently aligned to look down on the mesh from the top. The little arrows in the center of the mesh are your transform widget. This little tool only shows up in object mode and edit mode. It is a very handy little guy. If you pull on one of his branches, your selection will be dragged along that branches axis. (x, y, or z)

Hotkeys to replace the widget are "G" for "grab" and "x, y, z" for the axis you want to drag along. If you only hit "G", your selection will move on all the axis' at once! Not always bad but it's much easier to makesure you hit an axis key before you start dragging things around. (that's hitting "g" and then hitting either "x, y, or z" right away)


Find the red heart. The button it highlights is the windows button. This changes which window you are viewing. Currently it is on 3D view. Displayed as a grid.

Next to that is a blue heart. This is the view button. You can change the view of your camera here. Your middle mouse button, or wheel button, can also swivel the camera freely. Holding "shift" while using the middle wheel button will drag the camera around without changing the perspective. Scrolling the mouse wheel will zoom the camera in and out. And holding the "shift" key while you scroll will make the camera move on the z axis only. Your number pad also controls some camera functions. 5 swaps between perspective mode and orthographic mode. 8 and 2 swivel the came around the mesh from top to bottom. 4 and 6 swivel the camera around the mesh from side to side. 1 will set the camera to view the front of the mesh. 3 will view the side of the mesh. 7 will view the top of the mesh. and...9 does nothing...apparently.

The purple heart (or pink?) shows the select menu. Here you can find a bunch of different methods of selecting meshes/vertices/etc.

The orange heart has the mode menu. Currently, it's set to object mode. so we have a menu with options for making changes to the mesh that effects the entire mesh or multiple meshes. In edit mode, the menu has options for making changes to only the parts of a mesh you want it to.

The teal heat shows you what view mode you are in. Currently, it's in solid mode. Meaning we can only see the mesh as gray. We can't see anything that might be effected by texture. Switching to shaded mode allows you to see some of the areas effected by texture but not the texture itself. Texture mode ...well...lets you see the mesh as it will look in it's completed form. Wireframe shows the edges and polyshapes that make up your mesh but not any of the faces or gray areas. and bounding box just shows the area your mesh takes up.

At the top, in yellow, is the add menu. from here you can add new shapes to a mesh (in edit mode) or add new objects to a project (object mode).

At the very bottom are our links buttons. the first is a sphere shape. this is for our materials links so we can set up a texture for our mesh. The second...I don't use much. But the third! this is the editing button. Here you can change the name of your mesh and set modifiers tot he mesh to do some cool things.

Those little X's? those show where there is a divide between windows. Yes, you are currently looking at 3 windows on one screen. If you hover your mouse on them, you'll find you can drag them up and down to make them bigger or smaller. If you right-click on them, you can make two windows become one (deletes the window you hover into). You can also split your screen for even more windows! (I usually have at least 4 for various reasons).


Now...in object mode, you can't do much. You can move a object around but it will otherwise come out the same. You need to either use edit mode or sculpt mode to build your mesh.

If you're going for sculpt mode, here's a step to help you out:

See that long yellowish button that says "add multiers"? click on it. You may have to do this a second time, but not to many! This modifier will subdivide your mesh, automatically giving it an even amount of new vertices. Modifiers can only be done in object mode, so if you want to do this, do it now~.

You can also sub-divide your mesh by hand with the hotkey combo of "ctrl +r". this only works in edit mode. Every-time you hit this combo, a purple line will appear dividing an area of your mesh where your mouse cursor is located. Click the mouse if that is the direction you wish to make a cut. The link is now green and follows your mouse. When you have it to where you want, click the mouse again to set the seam. Your mesh will now have a few more vertices than it once did.

Repeat this until you have a good number of vertices to work with (anywhere between 10-50). you can check your vertices count at the very top right of the program. it'll say something like "ve:#-# ed:#-# fa:#-#" ve is your vertices, ed is edges, and fa is faces/polys. the first number is how many you have currently selected. the second is the total amount the mesh contains.

Now go to sculpt mode. Remember that mode menu that changes? it is now a sculpt menu! magic! Click on it for a drop menu. See where it says "sculpt properties"? click on it. (hotkey "N" does the same thing). this will open a small floating window where you can make changes to your sculpting brush.



You have my permission to now go crazy with your sculpt tool. It's okay. I use it often too :3



It occurred to me late Saturday that I accidentally omitted a key bit of information. How to select ANYTHING.

See, as default, Blender doesn't selected objects or vertices using the left mouse button. That button is used for clicking buttons and stuff.

To select anything in the 3d view (object, vertices, edge, or face) use the right mouse button. I know this can feel odd at first. I still occasional confuse the two.

You can swap the buttons in user preferences, but if you've already learned the keys and buttons to use by default, messing with the layout kinda looses it's necessity. Also, I never changed my settings, making discussing their functions much easier when you think about it.

(i wish I could expand the text box...)

More useful hotkeys:

"s". this will scale your selection. drag the mouse away from the selection to go bigger. Drag it closer to go smaller. It's better to have the mouse a little away from the center of the selection before you hit "s", otherwise you can quickly end up with an inside-out mesh! hitting an axis key "x, y, or z" will scale the selection only along that axis.

"r". This will rotate your selection. It works similar to scaling. Drag your mouse away to rotate in one direction, push toward to rotate the opposite. "x, y, and z" limit the rotation to one axis.

"ctrl+r" we covered this before, but I'll say it again: this will divide your mesh at whichever point your mouse is at. Click once to set the cut, click again to set the cut.

"shift +d" this duplicates any selection. it works immediately and the new object will be linked to your mouse (meaning it will follow where-ever the mouse moves to). The movement is free of axis constraints and can sometimes flub up a little (new object ends up way off to the y axis and deep under the z). Click the left mouse button to confirm the new location. You can prevent this by confining the movement to an axis. (our old friends the "x, y and z" keys!).

"f" will create a new face from 3-4 selected vertices. It comes most in handy when you are building a mesh from the ground up, a few vertices or edges at a time. It also helps link two sets of faces together.

"ctrl + a" this only works in object mode and is best left to when the mesh is completed. It opens a small floating window where you can set the scale and rotation of your new mesh to remain in the object data. This helps to prevent meshes from loading as teeny tiny things when you put them in the game.


About sculpting:

While it's not a bad way to mesh, it does have a few downsides.  If you use the inflate/deflate option too much, you can cause portions of the mesh to become inverted. While a good code can hide this in the game, it makes texture-wrapping a lot more difficult. The smooth option can fix this but at a cost. Smooth can also be used to much and completely flatten your mesh.

Sculpting is also very confining and usually only has good results when the vert count is excessively high. And high vert counts lead to massive lag.


It's a good place to start if your just toying with Blender.

To make the really dramatically cool stuff, you need to go it one vert group/edge at a time.

So, lets get started.

First, what are you going to make?  Can I make a suggestion? Try a rock. I know, I know, it's not that cool but listen for a moment. You are reading this to learn how to use Blender. And jumping in with say....a horse, it's just asking for trouble. You never want to start out with complex shapes. Work up to them. Otherwise, you'll burn yourself out, get super made....maybe throw your mouse at your monitor a few times, and then give up. Or worse, my inbox will be full of complaints! lol

So, let's just make a rock for now. Hey, don't be sad. It can be any shape you want. Make an arch even! That'd be cool and still be simple!


My rock is going to be symmetrical. This means that the left and right sides will look exactly the same. While I could try this by hand, I'm not that good. So I'm going to use a mirror.

But first, lets set up the screen. I want my mesh to load already in the right angle so users don't need to rotate it. In views, select "front view". Now we can align the mesh to the ground. Next, that cube is in the way. We don't need it. Select it and hit the hotkey "x". you will be prompted to confirm a deletion request. Accept.

Good, a blank "canvas" so to speak.

Next, we need to fix how meshes are added in. Currently, if we added anything, it will be facing up. We want it to face us. That top window divider? drag it down to access the user preferences.

A lot of cool stuff in here to fiddle with, but later! For now, see the row of long purple buttons at the bottom? See the one labeled "edit methods"? Click on it!

Oh boy, more options! resist the temptation to play! We are here on a mission. On the far left-hand side are the following set of buttons: "ObData" "Object" "Switch to edit mode" and "Align to view".

That last one, "align to view" is the one we want. click on it. Now drag the divider back up to hide those functions. We're done with them.

Now, we need to add a mesh. Oh but hammy, we just deleted one! Too bad! We need a new one! From the add menu, hover over "mesh" to get a list of options. The very first one will be "plane". Click on it.

The 3d window will now display a square. It is flat and gray and has 4 sides. It is very un-rock like.

The drop menu that says "object mode", click on it. select "edit mode". The square changed. You can now see it's vertices, highlighted in yellow. All the verts are selected, meaning the entire mesh is selected. Take your widget and grab it by the y axis arrow (the green one). Drag the mesh to the far right. not so far you can't see it.

Switch back to "object mode".

In the window at the bottom, on the far right side is some modifiers. These do a variety of cool stuff. And wee need that :D

Clicking "add modifier" will open a long drop menu. The  text may be small. Find the word "mirror" and select it.

A lot of new buttons. x, y, and z change where the mirror is set up. And selecting more than one puts up more mirrors (ex x and y can mirror or only z can mirror. etc etc). For now, leave it on x. Next is the "do clipping" button. This will make sure none of your changes on the edit side will cross over into the mirrors side. It also links the two side together. We want this. Click on it to activate it.

By now, you have surely noticed you have two planes on your 3d view instead of 1. That is the mirror at work. There are no other buttons we need right now, so go back to edit mode.

Now, I can't tell you EXACTLY what to do, since for all I know, you skipped my warning and went right into making a bunny rabbit. Fine, whatever.

Start by dragging your plane back to the center. not too far, just till the two left hand verts catch on the mirror.

You can re-size anything you want. Rotate, w/e.

Ta add more verts without cutting, extrude them instead! Extrude is like....well it's hard to explain exactly. What it does is it duplicates the verts you have selected but there are still linked to their older parts. So you can drag the new verts out and a face will fill in the area between them. It's sort of like...drawing but with vertices lol.

"e" is the extruding hotkey. In vert and edge mode, it will ask if you want to extrude the verts or the edges. both will work fine. in face mode, you'll get a new option "region" this will extrude entire selected areas and can quickly lead to high-poly counts.

When you need to fill in between the mesh and mirror, drag a vert over. With do clipping set up, it will automatically connect the two. If you're ambitious, you can form the whole rock with just extrusions and grab/dragging singular vertices.

Or you can just touch it up in little amounts with the sculpt brushes. To each their own really.

when you are satisfied with the look of your rock (or whatever else you made, you daredevil), go back to object mode. In the same location as we set up the mirror, there is a nifty little button labeled "apply". Click on it to turn the mirrored side into real mesh! Making your rock one solid piece! How awesome!


Now, currently, you mesh has gone through it's birth as being called "plane" or maybe "plane.01". Oy, what a lame name.

Back to the bottom window!

In the left hand box called "links and materials" are two text boxes. one says "ME:Plane" and the other "OB: Plane". Change them both to whatever you want your mesh to be called. something unique perhaps. not just "rock", that will cause problems with the game after all. how about "myrock" or "first rock".

Hit enter each time to confirm the change. In the 3d window, your mesh will now be renamed. Pretty cool.

While we're here, lets set up the texture name too.

This will come in handy as we continue.

The sphere shaped button in the bottom window, click on it.

Of the new buttons this opened, select "add new". Suddenly, arse-load of buttons! Don't panic!

Near the center is a list of options labeled "links and pipelines". The very first thing in it is a text box that reads "MA: material". Change this to set a texture name. make it unique or at least the same as your mesh. Hit enter to confirm the change.


You can test-export this now if you wish but it won't come out pretty. In the very least, you can see how the export screen is set up :3

10
Miscellaneous Tutorials / How to: Create an archived file (.zip/.rar)
« on: August 18, 2011, 08:02:57 pm »
Tools:
-An archiving program. (7zip and winRar are my top choice. Winzip works too)
-Files that need to be compressed (archived).


Step 1:
Is your archiving program installed? If you answered "no", do so now. If you answered "yes", proceed to step 2.

Step 2:
How many files do you need to pack? Only one? you don't need to archive it. More than one? Continue.

Step 3:
Compressing a folder from the game is just silly. Create a new folder. (I use my desktop to house new folders so I can access them quickly. You can make yours where-ever you like). Name it something relative to what you want to compress. (i.e mynewmap, awesomeobjects, markings, etc etc etc). Finished? Continue.

Step 4:
Open your new folder. It should be empty. In a new window, open the file location for the files you want to archive. (hint: open "my computer" to get a new file browsing window). Ready to get busy? Good. Moving on...

Step 5:
Holding the "ctrl" key, select all the files you want to archive. (ctrl lets you select multiple files in a non consecutive manner) Using your mouses' right button, open the drop menu. Select "copy" from the list. (hint: ctlr+c does the same thing) Keep going.

Step 6:
Go back to your new folder. Right click, and select "paste". (ctrl+v) All those files you had highlighted/selected will now be duplicated into your new folder. Nice. Is that all you need?

Step 6-b:
If there are other files you need from other locations, repeat steps 5 and 6 for those files. When all the files you need archived have been duplicated into your new folder, go to step 7.

Step 7:
Is your project complicated? Do a lot of files have special places to go? Do you need to provide some form of written documentation referring to an individual whom you obtained objects/files from? Right click your mouse and select "new" to bring up a second list. From there, select "new .text document".

Step 8:
Open your new document and write a nice readme file. Give it whatever information is important for your potential users of your files. Mentioning all the files is a good start. Explaining where they go is a bonus. If you obtained a file or mesh object from someone who wants credit, this is a perfect place to give it (everyone who download your files will see it!). You can be as fancy or as plane as you like. When you are satisfied with it, save the file. You may rename it if you wish (readme~ is a good choice lol). Your folder should now be completed. Move to step 9.

Step 9:
Close your new folder. (you can close the other window too if you don't need it to see your new folders location). Right click on your new folder to call up the drop menu again. This time, your are looking for the words "add to archive". If you have 7zip, you are looking for "7zip" which will open a new menu where you will find "add to archive". Click on it and go to the next step. (10a for winRar, 10b for 7zip)

Step 10a:
This is pertinent to winRAR users. For 7zip, scroll down to 10b.
A new window should open. It has a few tabs across the top, a narrow text box, and a dozen different things to check in general alone! Wow, it sure looks confusing. Don't panic.

You can leave everything the way it is, and your folder will still archive normally. However the percentage of users who are familiar with .rar format is kinda small around FH. We want to compress the folder as a .zip so everyone can use it!

On the left hand side is two selectable circles surrounded by a box. This area is labeled "Archive format". The top circle will archive to .rar. The second will archive to .zip.

Select the .zip option.

Hit the "ok" button to finish the process. The window will go away and in the location of your new folder, a new .zip file will appear.

Congrats! You just archived your first set of files! Go have some ice cream :D



Step 10b:
This is pertinent to 7zip users. For winRar, scroll up to 10a.
A new window will open. At the top it displays the name of the folder you wish to archive. There are a lot of options here, we only need one.

Directly below your folder name, on the left side of the window is a drop menu labeled "Archive format". It is currently set to .7z. That won't do.

Open the drop menu. Last on the list is ".zip". Select it.

Hit the "ok" button to finish the process. The window will close and a new .zip file will appear in the location where you stored your new folder.

Congrats! You just archived your first set of files! Go have some pie :D




End note: you may keep the archive format as .rar or .7z but they are much less useful to users of this site. .zip is a much more common format and highly recommended to be used.

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