[00:00:46] <sueastside> genjix: yeah i guess, force me damn it :)
[00:00:48] <sueastside> hey Yill
[00:00:56] <genjix> yay \o/
[00:01:17] <Yill> Hello peeps! :)
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[00:05:48] <Yill> xD
[00:41:20] <sueastside> Yill: hows the story coming?
[00:43:23] <sueastside> thebolt: its weekend! time to code!! :D
[00:44:06] <Yill> Slowly mate... vut working on it.
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[03:59:49] <Rolenun> hey genjix
[04:00:10] <genjix> hi!
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[10:55:14] <PJ> hi all
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[11:57:02] <sueastside> hey PJ
[12:16:50] <PJ> hey sueastside
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[22:52:41] <joseAway> sueastside, \o
[22:52:52] <sueastside> hey joseAway
[22:53:35] <joseAway> What do you know about modelling terrain within blender?
[22:53:43] <joseAway> Doesn't seem like it would work well...
[22:54:36] <sueastside> joseAway: why wouldnt it? http://hellemans.cyanox.nl/hell/screenshots/conference/conferenceworld1.PNG
[22:54:56] <joseAway> yes yes... seen that.
[22:55:00] <joseAway> How did you do it, though?
[22:55:02] <thebolt> hey sueastside
[22:55:10] <sueastside> hey thebolt
[22:55:11] * thebolt is writing PT code :)
[22:55:20] <joseAway> A lot of vertices and some proportional edit?
[22:56:23] <sueastside> joseAway: turn on the 3d manipulator (those arrows thingies) and use proportional falloff
[22:56:37] <joseAway> ah
[22:56:46] <thebolt> however, unless you want a tumor or two, don't read this.. http://rafb.net/p/8vegjZ65.html ;)
[22:56:58] <joseAway> well my computer sucks too much for a lot of vertices on a plane :|
[22:57:17] <sueastside> thebolt: bah, no BS? :)
[22:57:39] <thebolt> sueastside: nah ;)
[22:58:11] <sueastside> joseAway: use a subsurf modifier, only start dividing when you really need it...
[22:59:44] <joseAway> 522,242 faces :O
[22:59:54] <sueastside> man i really hope thats one of those files you write once and never look at again...
[22:59:58] <joseAway> Annnd... blender crashes.
[23:01:08] <sueastside> how the hell do you unwrap a booth, cursed organics!
[23:01:35] <joseAway> Booth?
[23:01:46] <joseAway> Like a market stall?
[23:01:58] <thebolt> sueastside: me too ;)
[23:02:16] <sueastside> joseAway: -h
[23:02:23] <joseAway> Ah.
[23:02:42] <joseAway> And how do you texture terrain in blender? Seems like the kind of thing you would.. you know, paint.
[23:03:10] <sueastside> joseAway: is this for cs?
[23:03:14] <joseAway> yes
[23:04:07] <sueastside> just slap on a texture with uvs(dont worry about unwrapping, it just needs to be assigned) and it will generate a materialmap of that...
[23:05:31] <joseAway> Not sure I understand the terminology. If I have grass.png and stone.png and I assign them, does that mean b2cs will give me a grayscale map after exporting to paint on? Or does materialmap mean something else?
[23:07:02] <sueastside> no, materialmap is a indexed image to tell the terrainshader what material to apply where...
[23:07:44] <joseAway> Mhm... I'll try it and see if I can figure it out \o/
[23:09:34] <thebolt> sueastside: i'll write it once then i'll let you maintain it ;)
[23:10:00] * sueastside screams in horor
[23:10:02] <sueastside> +r
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[23:33:35] <joseAway> Hey... that's pretty handy.