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 WIP: Realtime Walktrough 
hde


Joined: 08 Oct 2007
Posts: 46
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A test shot from my first Awakening work.
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Vincent


Joined: 25 Dec 2006
Posts: 296
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Nice work! Wait for the realtime show.
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hde


Joined: 08 Oct 2007
Posts: 46
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Vincent


Joined: 25 Dec 2006
Posts: 296
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Fantastic images! You can add radiosity lighting to get bright and soft effect.
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hde


Joined: 08 Oct 2007
Posts: 46
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In the meatime. You can download the Winds Player Scene here: http://www.uploadpower.com/de/download.php?id=1AB5EDDC3
The WIP video from this here: http://www.youtube.com/v/LhfxyFs9knY
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nigec


Joined: 04 Jul 2007
Posts: 212
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Nice Work well done Very Happy
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hde


Joined: 08 Oct 2007
Posts: 46
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After some (trouble) trips with other game engines i'm back. with Awakening. Followed from another thanks for this nice piece of software. In the meantime i have discovered a new functional pipeline from the level editor 3D World Studio to Awakening.

1. Collect your textures in 3d World Studio. Aware the 6.3 naming convention of .3ds format. So rename your textures if they are grater to example c001.tga
2. Export your level from 3DWS to .b3d format
3. Import in Unwrap3d
4. Export in .3ds format from Unwrap3d
5. Import as mobile in Awakening, make proper scaling here, no-re texturing needed
6. Convert all mobiles to surfaces
7. Places lights, calculate ligtning and enjoy



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nigec


Joined: 04 Jul 2007
Posts: 212
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Welcome back Smile nice work
Vincent has come up with a nice adventure game system that uses action cursors, inventory and dialog, it works very well in the cubic game but would be even better in a 1st person game
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Vincent


Joined: 25 Dec 2006
Posts: 296
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Glad about it Smile , we are now trying to improve import plugins. The .3ds format is appropriate for importing static models, just ensure save your scene to same folder of the .3ds file; as the imported textures no explicit file path.
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