Maybe a set of shell scripts, rather than plugins for the actual application...
have a blend2cod, and a obj2cod and a lwo2cod etc...
On 1/21/07, Jason Heblack [EMAIL PROTECTED] wrote:
On Sat, 20 Jan 2007 09:38:45 -0500, Reed Hedges wrote:
On Mon, Jan 15, 2007 at 02:34:06PM +0100, swe wrote:
The challenge with reading file formats vs writing plugins to particular
applications is that you need to be able to parse and make sense of the
file format. In some cases this is quite difficult, because the file
format often has to be reverse engineered and may be tied to specific
On Mon, Jan 15, 2007 at 02:34:06PM +0100, swe wrote:
Its nice that one can use blender to convert models, but thats another
barrier to download, keeping people from attending.
It's much easier to develop a world in a modeling program than by hand.
Hacking a XOD file (or a VRML) file can only
I'm with hermetic here, while the code is comparitavely well
documented, there's little on content generation at all.
However, on the flip side, this is an open source project, and you've
just found a way to contribute.
-sconzey
On 1/15/07, swe [EMAIL PROTECTED] wrote:
Hi VOS-developer,
I
Hermetic: Awesome ideas!
While I could easily create a secured MySQL database of world names and
URLs, and even a PHP file that accesses the list and puts it into a tidy
table, what I can't do is make the people who know how to program access my
database, and put it in the program as a new
Hopefully, when I'm better at coding, I can code an internal world editor
that lets you right-click on objects if you have permissions to them, the
way you can in ActiveWorlds, and move them around, or rightclick on your
character in a free-edit world, to add new objects.
Then it'll just be a