Many Blender users using TSE?
by Nigel Hungerford-Symes · in Artist Corner · 05/18/2006 (2:22 am) · 10 replies
I'm using TSE the whole time now and was wondering if many other Blender devotees are as well.
#2
05/19/2006 (1:58 pm)
Not until TSE is on Linux. Only then will I consider it.
#3
05/19/2006 (6:13 pm)
Yeah I feel disappointed that the orginal schedule of OpenGL support slipped to post 1.0 and by extension the Linux version. I'm a passionate GNU/Linux user too.
#4
I will give it a go anyway. Is working Blender with TGE any different from TSE?
*fixed typos*
05/19/2006 (10:22 pm)
I'm only couple days away from purchasing TSe, but I still do not understand about the TSE material system. I will give it a go anyway. Is working Blender with TGE any different from TSE?
*fixed typos*
#5
05/20/2006 (1:44 am)
I use Macintosh, so no TSE yet :(
#6
As for the material system, it is not very well documented, mostly due to the fact it is still in a state of change but I've been able to piece it together without too much trouble. I suppose the purpose of starting this thread was to determine whether I should make tutorials for Blender + TSE yet or not.
Also note that TSE does not come with a compiled exe. So if you are more on the art side of things you'll need to at least be able to compile your own binary before you can start testing things - there are some binaries available for download but might not suit one's purposes.
If you are heading towards TSE don't forget it isn't 1.0 yet and as such it isn't nice and polished as TGE is. That said, programmable GPU pipelines are a necessary step in game dev at all levels almost and TSE is an easier way to leverage it if you have TGE experience.
05/20/2006 (4:52 pm)
@Broken, nah, all your DTS assets should work just fine as TSE Milestone 3 was released recently which merged in the changes from TGE 1.4As for the material system, it is not very well documented, mostly due to the fact it is still in a state of change but I've been able to piece it together without too much trouble. I suppose the purpose of starting this thread was to determine whether I should make tutorials for Blender + TSE yet or not.
Also note that TSE does not come with a compiled exe. So if you are more on the art side of things you'll need to at least be able to compile your own binary before you can start testing things - there are some binaries available for download but might not suit one's purposes.
If you are heading towards TSE don't forget it isn't 1.0 yet and as such it isn't nice and polished as TGE is. That said, programmable GPU pipelines are a necessary step in game dev at all levels almost and TSE is an easier way to leverage it if you have TGE experience.
#7
(btw all the detail on the rifle is bump mapped on)
05/26/2006 (4:55 am)
Don't mess with the Man :)(btw all the detail on the rifle is bump mapped on)
#8
Material definition is given by material name in blender. Material documentation seems good for me (check tdn.garagegames.com/wiki/TSE/Materials/Overview)
Animations works very well. Even if it's somtimes difficult to work with Vertex Groups...
I Actually plan to make some content packs with blender for TSE (and TSE only because of material definitions and shaders)
I like blender + TSE duo.
05/26/2006 (2:47 pm)
I'm using TSE+blender and that's rock.Material definition is given by material name in blender. Material documentation seems good for me (check tdn.garagegames.com/wiki/TSE/Materials/Overview)
Animations works very well. Even if it's somtimes difficult to work with Vertex Groups...
I Actually plan to make some content packs with blender for TSE (and TSE only because of material definitions and shaders)
I like blender + TSE duo.
#9
Why wait? Make the tutorial!
phong.
05/29/2006 (3:23 pm)
That's great news about milestone 3 folding in 1.4 stuff!Why wait? Make the tutorial!
phong.
#10
05/29/2006 (4:45 pm)
Great stuff, I'm looking forward to explore Blender and TSE...
Torque 3D Owner Jay Barnson