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  1. Mike Kienenberger

    Resource modules

    I have went ahead and moved non-engine-specific attributes out of Oreons/assets/prefabs:Oreon*.prefab and into Minions/assets/prefabs:OreonMinions*.prefab. Separating the two works as expected.
  2. Mike Kienenberger

    Migrated Minions/Carfting/Oreons to latest Terasology/develop branch

    Migrated Minions/Carfting/Oreons to latest Terasology/develop branch
  3. Mike Kienenberger

    Migrating Oreons and Miniions modules to latest build.

    Migrating Oreons and Miniions modules to latest build.
  4. Mike Kienenberger

    Resource modules

    In fact, if we are marking these kinds of entities as "Character" (and since it's an engine/Core component, we could do that in the Resources module), then I'm pretty sure that we could automatically assign additional component types, for example, Spawnable, to all components of type Character...
  5. Mike Kienenberger

    Resource modules

    I think it would be better to define these with inheritance. Right now, there seem to be widely different game types being proposed, and putting game logic on the base model will make it harder, or at least more confusing since you have to worry about conflicting components, to share these...
  6. Mike Kienenberger

    Resource modules

    Now that things are coming together on github, should we start providing models sets as pure resources without any extra information about how they will be used? Then provide additional modules to specify usage, along the lines of what LightAndShadow/Resources appears to be doing? For example...
  7. Mike Kienenberger

    Finished block-selection rewrite.

    Finished block-selection rewrite.
  8. Mike Kienenberger

    Minecraft/cuby styled models

    You put them in the assets directory. assets/animations is where you put .md5anim files. assets/skeletalMesh is where you put .md5mesh files. This is all from looking at what other people have done, and not from actual experience. assets/prefabs is where you'll need some minimal prefab...
  9. Mike Kienenberger

    Gametype: ExBlocksion

    I looked at the license again, and you would have to release the module containing the model as CC-by-sa as well, since your derived work must also be CC-by-sa. I would not think that would be an issue, and I think I saw a thread talking earlier about allowing other licenses in modules. I'm...
  10. Mike Kienenberger

    Block Selection

    Here's the newly-improved Color Texture support. I see I need to rebase my commit so it doesn't include everything else, and that I probably need to reformat some code (editor added some empty lines to TerasologyEngine and I likely have tabs in my other files), but I'm out of time for tonight...
  11. Mike Kienenberger

    Archived Using blender

    There's a version here, but I don't know if it's the most up-to-date: https://github.com/MovingBlocks/Terasology/tree/legacy/blender_addons
  12. Mike Kienenberger

    Archived Using blender

    Is this what you're looking for? https://github.com/MovingBlocks/Terasology/wiki/Block-Shapes-In-Blender
  13. Mike Kienenberger

    Block Selection

    My mistake. What little I know about "Materials" is based on parsing/generating the .obj/.mat file formats, and the .mat file formats have a color option as well as a texture option from what I remember. Thanks. That makes perfect sense in retrospect. While what I had meant was "a good...
  14. Mike Kienenberger

    Implementation Light & Shadow

    Not realizing that the code was outdated, all I did was get the code to compile and run. So if we want to remove all the classes but CardComponent + CardSystem, there's not much that I've actually done that could be saved.
  15. Mike Kienenberger

    Block Selection

    You're right. If you look at the ColorTexture class, that's exactly how I did it. ColorTexture just encapsulates this behavior, since the actual creation of the TextureData from a Color value isn't trivial for most people. I had forgotten that Materials can specify a texture by color as well...
  16. Mike Kienenberger

    Block Selection

    Block selection now supports picking the color of the block selection renderer (and there's a new programmable ColorTexture class for general use). I still need to pass in the color as part of the render registration event, and then I think this will be ready for general use and integration...
  17. Mike Kienenberger

    Gametype: ExBlocksion

    Creative commons is compatible with the ASF license. One of the benefits of using an ASF license is that you can find a legal analysis of the various potential license combinations used with it right here: http://www.apache.org/legal/resolved.html
  18. Mike Kienenberger

    Proposal: moving math stuff to an independent repository

    Unfortunately, JTS is "GNU Library or Lesser General Public License version 2.0 (LGPLv2)", which wouldn't be compatible. Otherwise, I'd say just fork the code and develop it ourselves as a starting point if it wasn't being maintained sufficiently. Vecmath is probably the same issue with the...
  19. Mike Kienenberger

    Block Selection

    Yes, that was exactly my thought. Since so many of the things I'm looking at are waiting for NUI, I figured I'd see what can be done to have "invisible" npc entities just start digging out designated areas, or perhaps computing their own designated areas to perform work in. I only gave the...
  20. Mike Kienenberger

    Proposal: moving math stuff to an independent repository

    While I'm not directly involved with the commons math project, I am more than happy to help anyone who desires get actively involved with the Apache Commons Math project with any guidance they may need. You shouldn't find getting involved there much different than getting involved here. The...
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