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	<title>Wurm Team Blog &#187; Artwork and Models</title>
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		<title>Collada progress</title>
		<link>http://www.wurmonline.com/blog/gamedev/collada-progress/</link>
		<comments>http://www.wurmonline.com/blog/gamedev/collada-progress/#comments</comments>
		<pubDate>Thu, 14 Jul 2011 16:50:35 +0000</pubDate>
		<dc:creator>rolfjan</dc:creator>
				<category><![CDATA[Artwork and Models]]></category>
		<category><![CDATA[From the Boss]]></category>
		<category><![CDATA[Game Development]]></category>

		<guid isPermaLink="false">http://www.wurmonline.com/blog/?p=777</guid>
		<description><![CDATA[You may remember that Alex started looking at the new 3D format Collada last autumn and wonder what happened to it? Basically he had to move on to learn other things since he was in school and this was his &#8230; <a href="http://www.wurmonline.com/blog/gamedev/collada-progress/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>You may remember that Alex started looking at the new 3D format Collada last autumn and wonder what happened to it?</p>
<p>Basically he had to move on to learn other things since he was in school and this was his internship. Now however we&#8217;re making good progress again. We&#8217;re going through the system together sorting out problems and bugs.</p>
<p>We&#8217;ve gone through the model and animations loading and are now rewriting things so that pretty much everything can have animations<br />
and even play many at the same time. Finally some water in the fountains can be possible!</p>
<p>Since the system affects joints and bones in the models, it should allow for the shield arm to be raised when you walk and swing your sword simultaneously. Several times every second all active animations are applied to the model. Every time we apply an animation we lock the joints we have used. Subsequent animations will not affect locked joints.</p>
<p>Movement and idle animations are played in the end which means your shield should stay raised when you move. We release the locks for the model when all animations have been applied. I have no idea if this is how you&#8217;re supposed to do it and we&#8217;ll see if it works. At least that&#8217;s the theory.</p>
<p>There is still a lot to do before the system works but hopefully the new client guys can try to make some progress during the summer. Make sure to pester them about it!</p>
<p>Then there&#8217;s all the new models we need so the artists will be busy as well:) If we get this working though, things will start looking a lot better after the summer!<!-- PHP 5.x --></p>
<hr />
<p><small>© Rolf Jansson for <a href="http://www.wurmonline.com/blog">Wurm Team Blog</a>, 2011. |
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		<title>Hiring new artist team leader</title>
		<link>http://www.wurmonline.com/blog/gamedev/artmodels/hiring-new-artist-team-leader/</link>
		<comments>http://www.wurmonline.com/blog/gamedev/artmodels/hiring-new-artist-team-leader/#comments</comments>
		<pubDate>Tue, 12 Jul 2011 12:07:34 +0000</pubDate>
		<dc:creator>rolfjan</dc:creator>
				<category><![CDATA[Artwork and Models]]></category>
		<category><![CDATA[From the Boss]]></category>

		<guid isPermaLink="false">http://www.wurmonline.com/blog/?p=769</guid>
		<description><![CDATA[Starting the first of August Emil Norrman, or Wox as his nick is, will be going to head the art team. Emil is an artist at heart with a lot of 3D modelling experience. There aren&#8217;t many gaming companies in &#8230; <a href="http://www.wurmonline.com/blog/gamedev/artmodels/hiring-new-artist-team-leader/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p>Starting the first of August Emil Norrman, or Wox as his nick is, will be going to head the art team. Emil is an artist at heart with a lot of 3D modelling experience. There aren&#8217;t many gaming companies in this area so ever since the one in the neighbouring city downscaled he has been teaching game development here in Motala. He also used to run his own flash-game company years ago.</p>
<p>MrBloodworth has been informal leader for something like two years now, and has done a tremendous job as many of you have recognized.</p>
<p>Even though MrB has been very productive and responsible I feel more comfortable with hiring someone. Employing MrB from the US wasn&#8217;t really an option I considered either since I wanted someone in place. Emil will work here in the office with me and Alexander which will help both him and us with productivity.</p>
<p>The other members of the artist team will initially be MrBloodworth, Saroman and Kinoss. MrBloodworth is still crucial to the project as he has been setting the art direction and has all the expertise when it comes to how the systems with things like model name mappings and pack updates work.</p>
<p>In between these fight system changes I&#8217;m trying to help Alexander sort out the Collada loader before we go on holiday for a few weeks this friday. It&#8217;s a new 3D model format we&#8217;re already supporting for nonanimate objects. We&#8217;re trying to get it to support animations and texture replacement. It would be good to have it in the client when Emil starts but we may have to finish it after the summer instead.<!-- PHP 5.x --></p>
<hr />
<p><small>© Rolf Jansson for <a href="http://www.wurmonline.com/blog">Wurm Team Blog</a>, 2011. |
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		<title>The cleansing is upon us!</title>
		<link>http://www.wurmonline.com/blog/gamedev/artmodels/the-cleansing-is-upon-us/</link>
		<comments>http://www.wurmonline.com/blog/gamedev/artmodels/the-cleansing-is-upon-us/#comments</comments>
		<pubDate>Wed, 17 Jun 2009 13:24:40 +0000</pubDate>
		<dc:creator>Kinoss</dc:creator>
				<category><![CDATA[Artwork and Models]]></category>
		<category><![CDATA[terrain]]></category>
		<category><![CDATA[textures]]></category>

		<guid isPermaLink="false">http://www.wurmonline.com/blog/?p=138</guid>
		<description><![CDATA[Behold! The day of cleansing has arrived! Some time late last night mysterious folk dressed in all white suits and mops started scrubbing all the radioactive chemicals from Wurm&#8217;s environment.All the terrain textures, cave textures, grass sprites, and flowers are &#8230; <a href="http://www.wurmonline.com/blog/gamedev/artmodels/the-cleansing-is-upon-us/">Continue reading <span class="meta-nav">&#8594;</span></a>]]></description>
			<content:encoded><![CDATA[<p><strong><span style="font-size: large;"><span style="color: #008000;">Behold!</span></span></strong></p>
<p>The day of cleansing has arrived! Some time late last night mysterious folk dressed in all white suits and mops started scrubbing all the radioactive chemicals from Wurm&#8217;s environment.All the terrain textures, cave textures, grass sprites, and flowers are now 1024&#215;1024. Grass is no longer radioactive green and the grass height is now more reasonable allowing you to have dense grass, but still find things on the ground. Also there&#8217;s a new forest texture for where trees are growing.</p>
<p><span style="font-size: large;"><strong><span style="color: #008000;">Beware!</span></strong></span></p>
<p>What could be hiding in the thick tall grass of the dry and arid steppe? Steppe now has tall grass, which is even taller than the original grass. Be careful when venturing into the wild steppe. Caves have also become dark and atmospheric.</p>
<p><strong><span style="font-size: large;"><span style="color: #008000;">Becheckingtheblog?</span></span></strong></p>
<p>This is not the end of the massive wurm makeover. That&#8217;s right there&#8217;s more to come real soon! So keep an eye out for more news! Come and see all that has changed. Re-discover Wurm&#8217;s beauty.<!-- PHP 5.x --></p>
<hr />
<p><small>© Kinoss for <a href="http://www.wurmonline.com/blog">Wurm Team Blog</a>, 2009. |
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