... I've got more where that came from due to an old self-employed job!
Typically, the castle did take a couple of weeks or so

... I've got more where that came from due to an old self-employed job!
So you did not go down to the nearest castle and 3D model it an few hours then just to test a bigger modelTypically, the castle did take a couple of weeks or so
You're right - so much stuff is being digitized nowadays! However, Kendal Castle is a reconstruction of just a few mounds and a few turrets that exists today ... unfortunately there's not much to digitize!Gavinmc42 wrote: ↑Sun Jul 08, 2018 9:17 amSo you did not go down to the nearest castle and 3D model it an few hours then just to test a bigger model![]()
How much National Trust stuff has been 3D modeled?
Some nice laser range finder modules around now.
Add them to Zero W with GPS and wander around collecting data.
DIY Surveying tools.
The next demo will allow you to add your own model, collider, skybox etc.. plus a host of other options like avatar height/walk speed etc.. Demo also starts up with a console argument to select your scene and settings.
Looks great! - certainly a good startensan wrote: ↑Fri Jul 13, 2018 10:55 amThe idea was to create a tool for educational purposes (teaching kids about 3D coding).
As mentioned currently porting to the rPI but given folks have treaded that path before me I'll maybe pick your brains if I may when I encounter issues. The 65K limit on VBOs you mention is useful info for instance.
Or produce something ordinary, making the special stuff ordinary is the way it should beMy current approach is to provide a simple set of classes that can be used to create a great game / app without too much hard graft - I'd love to see something like Scratch mixed with Unity on the Pi!! ... but also allow for older / more experienced kids to really get into the code and produce something special
Code: Select all
procedure LDElbow(X,Y,W,H,EW,EH:Integer;const Color:TVGShapesColor);
begin
{Left Down Elbow}
VGShapesSetFill(Color);
VGShapesRect(Grid * (X + EW/2) ,Height - Grid * Y,Grid * W,Grid * H);
VGShapesArc(Grid * (X + EW/2),Height - Grid * (Y + EW/2 - H), Grid * EW, Grid * EW,90, 90);
VGShapesRect(Grid * (X + EW/2 - 1),Height - Grid * (Y + EW/2 - H), Grid * EW,Grid * EH);
VGShapesSetFill(STcolor0);
VGShapesRoundrect(Grid * (X + EW),Height - Grid * (Y + EH + H),Grid * EW,Grid * (H + EH), Grid * 2 * H,Grid * 2 *H);
end;
No worries Ensan - as long as it was helpful!
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$ ./ShipDemo -scene CargoBay.scene
Yep even with only my few minutes playing with b4a I was able to make the RPF Blender tutorial snowmanAh, I see bforartists you mention is a fork of Blender and is maybe the UI overhaul.
That's good to know! Do you mean the bridge part of the spaceship? I'll fix the Kendal Castle mtl - I'm sure I did this but I must have had versions mixed up!paddyg wrote: ↑Sat Jul 21, 2018 9:24 pmTim, I can report that your multi-scene download works on the RPi nicely. I had to globally change the \r\n line ending in Kendal castle mtl file to \n before it would load any textures and I had to rename a couple of the bridge textures to match (fx3_panels and medmon1 I think).
Paddy
PS it's worryingly easy to 'fall out of' the space ship. I haven't managed to get downstairs from the bridge without teleporting through the floor!