Search found 725 matches
- Sat Jul 18, 2015 8:04 am
- Forum: Guild News
- Topic: Korman 0.01 Released!
- Replies: 47
- Views: 169774
Re: Korman 0.01 Released!
Hoikas, if you need someone to test .02, send me a copy. I feel like I'm close to getting Tosholek to export and .02 sounds like it's going to have some features that might get it to work.
- Sat Jul 18, 2015 6:09 am
- Forum: Guild News
- Topic: Korman 0.01 Released!
- Replies: 47
- Views: 169774
Re: Korman 0.01 Released!
Solution found! Blender now apparently defaults to backface culling off. Press "n" and go to "shading" on the panel that pops out. Then click "Backface Culling"
- Wed Jul 15, 2015 6:15 pm
- Forum: Guild News
- Topic: Korman 0.01 Released!
- Replies: 47
- Views: 169774
Re: Korman 0.01 Released!
Nope! Also, I checked it out in a blank blend file and it still does this if I try and put a texture on the noob cube. Is this just how new blender renders shit?Tweek wrote:Hasn't been rescaled has it so it becomes inverted?

- Tue Jul 14, 2015 3:17 pm
- Forum: Guild News
- Topic: Korman 0.01 Released!
- Replies: 47
- Views: 169774
Re: Korman 0.01 Released!
I can't find where to flip normals in this version.
It's located in the tool window you get when pressing T while the mouse pointer is over the 3D window.
https://www.youtube.com/watch?v=p9Q5c-4AeRA
Well, now I've found the buttons, but flipping the normals makes no difference. The cavern of ...
It's located in the tool window you get when pressing T while the mouse pointer is over the 3D window.
https://www.youtube.com/watch?v=p9Q5c-4AeRA
Well, now I've found the buttons, but flipping the normals makes no difference. The cavern of ...
- Tue Jul 14, 2015 1:07 pm
- Forum: Guild News
- Topic: Korman 0.01 Released!
- Replies: 47
- Views: 169774
Re: Korman 0.01 Released!
Something that might help. If I try and re-export it, the error now says it's happening on Mesh.002, .003, and so forth for successive exports.
The tsho_rocks material belongs to 7 objects: the large rock that serves as the ramp to let players get out of the water, 5 boulders that have landed in ...
The tsho_rocks material belongs to 7 objects: the large rock that serves as the ramp to let players get out of the water, 5 boulders that have landed in ...
- Mon Jul 13, 2015 5:03 pm
- Forum: Guild News
- Topic: Korman 0.01 Released!
- Replies: 47
- Views: 169774
Re: Korman 0.01 Released!
I'm getting a strange error when trying to export Tosholek in Korman. The error says there are too many verts (73K+) in Mesh.001 associated with the material tsho_rocks. It's strange because the whole AGE is only 27K verts and there is no such mesh that I can find in Outliner.
- Mon Jul 13, 2015 4:00 pm
- Forum: Guild News
- Topic: Korman 0.01 Released!
- Replies: 47
- Views: 169774
Re: Korman 0.01 Released!
Very nice! Only reason I thought kickables weren't in was because the tutorial had a "coming soon" on it. I have quite a few ideas now! PHYSICS PUZZLES! BASKETS! 

- Mon Jul 13, 2015 12:49 pm
- Forum: Guild News
- Topic: Korman 0.01 Released!
- Replies: 47
- Views: 169774
Re: Korman 0.01 Released!
One question, is it possible in the current setup to make things like timed codes or button sequence puzzles? It looks like it might be possible from what I see, but I don't know if it is supported.
The only thing in that list that 0.01 doesn't support is timed sequences. However, these have been ...
The only thing in that list that 0.01 doesn't support is timed sequences. However, these have been ...
- Mon Jul 13, 2015 5:10 am
- Forum: Guild News
- Topic: Korman 0.01 Released!
- Replies: 47
- Views: 169774
Re: Korman 0.01 Released!
I've written up a new tutorial on the various logic nodes so far and their uses:
https://guildofwriters.org/wiki/Korman:Logic_Nodes
It needs some touch-ups and a few more examples, but it should give everyone an idea of how they work.
/me does a dance on AlcScript's grave :P
Very cool. I will ...
https://guildofwriters.org/wiki/Korman:Logic_Nodes
It needs some touch-ups and a few more examples, but it should give everyone an idea of how they work.
/me does a dance on AlcScript's grave :P
Very cool. I will ...
- Sat Jul 11, 2015 9:39 pm
- Forum: Guild News
- Topic: Korman 0.01 Released!
- Replies: 47
- Views: 169774
Re: Korman 0.01 Released!
Well butter my butt and call me a biscuit. Guess I have something to work on tomorrow when I get free time. If I'm reading it right, Korman does not yet support Wavesets, right? Will it hurt my Ages if I convert them now? Should I wait for a future version to convert my Ages with Wavesets in them?