This asset is a must in your military/militia/guerrilla scenario to add more atmosphere in your game. It comes two prefabs (open and closed butt/stock) so you can use it in different ways. Also the model is already animated, so you can perform recharge and folding/unfolding the stock in realtime.
- 908 faces, 1711 tris
- Textures (source resolution) 2048X2048. In-engine resolution to be determined by the final user.
- Blend file and Unity Package
- Textures (Dif, Nor, Spec) in PNG format, and a Difuse TGA file with Specular in alpha channel, 2048X2048 resolution.
- OBJ and FBX and DAE files, in case you need to import and edit in a different 3D editor package.
Unlimited download link.
Some time ago I wrote about how to achieve planar reflections in Blender but now we got easy planar reflections and refractions in the recent official builds from the UPBGE project, you can get the official build here, and the blend test file here (Thanks to Youle).
Once I saw the demo I wanted to modify the shader a little bit to make the water more interesting, because the water flow seem like solid, no waves, etc.
So the first thing to do was to add another texture slot for a new normal map (this could be the same or another normal map) texture in the texture panel, and make sure to put on the top of the reflection and refraction maps.
Do not forget to adjust the settings just like the first normal map in order to get it to work.
And now use this script:
cont = bge.logic.getCurrentController()
own = cont.owner
tex.uvOffset.x += 0.0005
tex1.uvOffset.y -= 0.0006
You can find this script linked in the water plane, and of course in the text editor in blender (offset.py)
The only thing I did here was to add another line to call for the second texture slot (tex1) and after that update the “Y” offset for “tex2” with 0.0006. Once you have added you will notice the effect in the 3d view, at this point you can modify the texture rotation to make the motion a little bit different than only “Y” axis.
And the result should be like this:
If you don’t know about the UPBGE project, go to the web site for more information about it
Special Purpose Automatic Shotgun – SPAS 12
- Blender 2.7x
- Photoshop CS2
Avaliable soon in the CGTrain store
Some years ago I found a very tiny but yet interesting game maker for windows called ZGameEditor, and despite it’s simplicity it looks very interesting, and I recently gave it another try to see what’s new with it, and it’s still alive, at least the forum continues active despite the updates in the page dates from 2015.
Hip hip hooray .. ZGameEditor is 10 years old! Thanks to all our users & contributors for coming along for the ride. 🎂
— ZGameEditor (@ZGameEditor) February 2, 2017
How do I animate (and control) materials and objects in the BGE?
This was a question I recieved some days ago by my interns, and to be honest I never thougth about animating materials recently in the BGE, at least I did not in my past projects, although I already knew that it is possible but the fact that blender automatically names the animations makes a bit hard at first to understand, and also when you are working with more animation layers in the logic bricks to handle different animations. So that’s why I wrote this post about material animation in BGE.
Making the analog clock in blender for beginers
Since I’ve been training interns here at work, I noticed that, for some reason, logic bricks seem quite dificult at first and a lot of interns ask me about a good tutorial. Then I point the students to a tutorial/video tutorial but the result is mostly the same, confusion about how to get things working with the logic bricks.
So I decided to write starting by the basis, just the way I learnt. And being said that, I do not consider myself as a “Logic Brick guru” but I find this kind of programing very interesting and fast, despite its own limitations. And also, this tutorial is going to be just like in the old times, you know.. now is very common to see every tutorial as a “video tutorial” in youtube, and this is great, but I firmly that many other topics are more easy to understand just by reading and looking at pictures.
So, asuming you don’t know much about blender and want to learn the basis of its Logic Bricks, continue reading! 🙂
3D Rock props models ready to be used in game engines and/or 3D editors (3dmax, maya, etc) Perfect for your outdoor scenarios or any other themed game where this kind of items are a must.
This asset is ready to be used in Unity and the Blender Game Engine, just import the asset and you are ready to go. If you need this asset in a different game engine just use the included DAE, OBJ and FBX files to import into your prefered engine.
- 210 faces, 294 tris.
- Textures (source resolution) 2048X2048, in-engine resolution to be determined by the final user.
- Blend file
- Textures (Dif, Nor, Spec) in PNG format. 2048X2048 resolution.
- OBJ, DAE and FBX files, in case you need to import and edit in a different 3D editor package.
If you are planing to use this asset in Blender, you can add more detail by painting directly into the objet via material node editor, etc.
You already know about the common bloom 2DFilter for the blender game engine (if not, check out this post), and the main difference with this version of kitebizelt is that only the objects with saturated colors are going to be affected by the bloom effect.
Here is the author description:
We all know bloom is a filter that makes some area/objects looks more glowy, and BGE already got that, but here comes some problem:
- The bloom filter on BGE sometimes blooms objects/areas where do we dont want
- Really FPS consumtive
So I thought why not make a better bloom filter?
- Less FPS consumtive
- Selective Bloom
- Some artifacts on non-bloom objects
- I don’t know why but its 1 frame behind… bge.logic.NextFrame() doesn’t work
So, once I get the demo file I tested it on a demo level of mine, and there is the result:
I really liked, but it has some troubles with lamps/shadows, maybe my mistake don’t know, but it worth the try.
I’ve made a copy of the files, you can get it here or in the BA post mentioned above.
Here is a example about how to use emissive maps in blender for being used in the Blender Game Engine
Also animated emissive maps are possible in Blender, if you want to learn about it, check out this tutorial.