POV-Ray : Newsgroups : povray.binaries.animations : Walk through using the Blender game engine Server Time
22 Dec 2024 21:56:08 EST (-0500)
  Walk through using the Blender game engine (Message 1 to 1 of 1)  
From: Jaap
Subject: Walk through using the Blender game engine
Date: 17 Dec 2006 07:55:00
Message: <web.45853d545c3b3363a8399d8d0@news.povray.org>
There was a post in povray.binary.images, asking to show your current image,
whatever the state of completion.

I was rendering a texture for a walk through, so it may be more appropriate
to post it in the animation section.

It's a walk through of our new house, modeled in Rhino3D, textures rendered
in povray (currently playing with radiosity), walk through using the
Blender game engine. The Blender part is easy: just import the 3DS data into
the provided game example:
http://www.blender3d.org/Education/index_old.php?sub=TutorialWalkthrough

It's a stand alone windows EXE (sorry, no Linux version _yet_), and the
texture jpg's _must_ be located in C:\woning or else it won't work.

http://jwstolk.xs4all.nl/i/woning5.zip  (3.5 mb)

Just unzip the file in C:\ and rename the directory from C:\woning5\ to
C:\woning\
Left mouse button to rotate, cursor keys to walk, space-bar = fly-mode.

I'm going to play with the megapov exposure post-processing, hopefully this
will make it possible to prevent the white clipping in the images, without
affecting the radiosity.

On some computers the game switches to 256 color textures, I don't know why.
The walking speed seems to be random each time the game is started.

Also, I'm wondering about the scale of the units when used in lightsys. my
units are millimeters. could that affect things ?

Jaap.


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