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Here is my first full model
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Fri Feb 19, 2010 4:02 pm    Post subject: Reply with quote

AWM Mars wrote:
trucker2000 wrote:
That looks fantastic. Which program are you rendering them in?

DeleD latest version release. I've created everything in DeleD and rendered the scenes, then export the whole scene for hosting in our platform for use by our clients.

I have to say, despite downloading and installing/using many other programmes, I found DeleD to be the most 'natural' way of working and it ticks most of the boxes for features. I've also used the building tools in Second Life, Atmosphere, Worlds.com, apart from navigating and having meshes etc, they are similar to DeleD, but DeleD seems like a comfortable pair of slippers in use, so aids my workflow and output quality.

It certainly competes very well with the ilks of 3DMax, Maya etc and although equally priced to Blender, Blender having 1000% more functions, it is also very confusing to the novice.


That's good to hear! It keeps us, developers motivated. Very Happy

Those scenes are amazing. Seems like the lightmapper does a good job too. Smile

One tip: I'd be better if you posted smaller images. It's not only faster to download, but also easier to view. Wink
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1195
Location: Wilts England

PostPosted: Fri Feb 19, 2010 4:56 pm    Post subject: Reply with quote

chronozphere wrote:


That's good to hear! It keeps us, developers motivated. Very Happy

Those scenes are amazing. Seems like the lightmapper does a good job too. Smile

One tip: I'd be better if you posted smaller images. It's not only faster to download, but also easier to view. Wink

Yes, sorry about that, I'm lazy, they are the backdrop pictures we use in the Kiosk Wrapper thin client, the next size down is a thumbnail at 120 pixels wide. All are hosted in folders on one of our servers, so easy for me to simply link to them. I'll think about doing some 600-800 wide versions as well.

I normally setup the lighting a couple of times, along with rendering between times, to get it right. As a machinaographer (I make digital movies) for over 10 years, perhaps gives me a fair eye.
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Jeroen
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PostPosted: Fri Feb 19, 2010 6:28 pm    Post subject: Reply with quote

AWM Mars wrote:

I have to say, despite downloading and installing/using many other programmes, I found DeleD to be the most 'natural' way of working and it ticks most of the boxes for features. I've also used the building tools in Second Life, Atmosphere, Worlds.com, apart from navigating and having meshes etc, they are similar to DeleD, but DeleD seems like a comfortable pair of slippers in use, so aids my workflow and output quality.

It certainly competes very well with the ilks of 3DMax, Maya etc and although equally priced to Blender, Blender having 1000% more functions, it is also very confusing to the novice.


That's indeed, like Chronozphere said, very nice to hear, especially from a developers point of view. So thanks! Smile I hope comments like yours will inspire developers to work on DeleD CE too.
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AWM Mars
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PostPosted: Fri Feb 19, 2010 6:39 pm    Post subject: Reply with quote

Smile Feedback is always good. I'm glad I found and can use DeleD for sure.

I've re-editied all the posts, and linked the pictures to smaller versions (all 600 wide), so it's easier for everyone to see them.
In doing so, I realised I had missed a couple of projects that I've done in DeleD over the past months:

Roman Baths is a freely available model, which I edited and made alterations to the layout, added water features including a small fountain in one of the urns. Added lighting and seating positions, some statues, flowered ivy and a couple of broad leafed plants.


This one is my version of Stone Henge. I did not make the stone meshes, but I did remap and texture the whole thing as there were a lot of 'issues'. I added a backdrop terrain which takes around 4-5 minutes to walk to an edge. Fog is part of the scene along with lighting layouts.

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chronozphere
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PostPosted: Fri Feb 19, 2010 7:10 pm    Post subject: Reply with quote

Awesome! No need to say more... Wink
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sat Feb 20, 2010 12:24 am    Post subject: Reply with quote

Jeroen wrote:
AWM Mars wrote:

I have to say, despite downloading and installing/using many other programmes, I found DeleD to be the most 'natural' way of working and it ticks most of the boxes for features. I've also used the building tools in Second Life, Atmosphere, Worlds.com, apart from navigating and having meshes etc, they are similar to DeleD, but DeleD seems like a comfortable pair of slippers in use, so aids my workflow and output quality.

It certainly competes very well with the ilks of 3DMax, Maya etc and although equally priced to Blender, Blender having 1000% more functions, it is also very confusing to the novice.


That's indeed, like Chronozphere said, very nice to hear, especially from a developers point of view. So thanks! Smile I hope comments like yours will inspire developers to work on DeleD CE too.

I found deled shortly after using atmosphere. They were so simular, it fit.
When looking at your images, I had originally thought you were working with second life as the models match the ones I've seen there. (I've read your other post where you explain what program you use.)
All of your models look great.
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AWM Mars
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PostPosted: Sat Feb 20, 2010 11:11 am    Post subject: Reply with quote

Yes Atmosphere was way ahead of its time for sure. It could handle Obj files in mtx/mtj formats, had a good range of prims, building tools and a fair rendering engine. Physics were pretty good, along with scripting functionality, graphics being handled by Viewpoint (since bought out by some faceless corp who do not respond to emails and phone calls).

For a product that began in late 1900's it was way ahead of its time, dynamic shadowing, ray tracing, engine, hinge, pivot, skeleton and suspension physics to mention a few.

On the downside, it was clunky, prone to crashing and loosing your work and until it broke out into a browser pluggin, the client took some getting used to. Strange Adobe brought it to the point of marketing and sales, then dropped it like a hot potato. I have spoken to a Director at Adobe, they have no plans to release it, or continue development, they are focusing on Director to produce Flash based VR products. In my opinion, its like dragging a cheiftan tank out to go shopping. Laughing
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AWM Mars
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PostPosted: Sat Feb 20, 2010 4:59 pm    Post subject: Reply with quote

Thanks to the help of some of the users here, I was able to complete a project I was working on.

You can see a portion of the project here:

However the whole project is around 300 times bigger then you can see here. In other parts I have created dams with water features, scattered farm buildings, lots and lots of hills and Lochs.
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sat Feb 20, 2010 6:07 pm    Post subject: Reply with quote

Ok, gotta ask, where can we run around in these?
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AWM Mars
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PostPosted: Sat Feb 20, 2010 6:15 pm    Post subject: Reply with quote

We are at the 'out of beta' phase, hence why I've been making content like mad the past few months.

I'll post a link for access and a simple pluggin. We support XP, Vista and Vista-Win7 upgrade (not new install), with IE 6, 7 and 8 browsers, for now, and will increase the OS and Browser spread soon.

There is a known issue with Win7 and some drivers, this includes some activeX pluggins not being recognised as being windows compliant. If you installed the pluggin under Vista and upgraded to Win7, it all works fine.

We have a 'Try our demo' access route, which allows anyone to get into the environments. These have no moderator controls, no guest list controls, no secure communication channels, no bespoke avatar (you choose from a set of default, low poly avatars) and no media available. All that is available on the paid for service.
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AWM Mars
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PostPosted: Fri Feb 26, 2010 4:01 pm    Post subject: Reply with quote

I've completed the first phase in the SchoolHouse project, posted a couple of views for you to look at.



And one from the opposite corner:


You may recognise the woodburner from the chamfer function request, and the wall hanging posters from the tutorials.

Everything in this project was constructed by myself. I hope to share some of the models, but I've discovered if I make up a material using a texture and a colour blend, it transports as black.
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John
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Joined: 22 Dec 2008
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Location: Houston, TX

PostPosted: Thu Mar 04, 2010 8:53 pm    Post subject: Reply with quote

Nice work. If you don't mind, what is the poly count?
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AWM Mars
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PostPosted: Thu Mar 04, 2010 9:02 pm    Post subject: Reply with quote

John wrote:
Nice work. If you don't mind, what is the poly count?

Polygons = 49,998
Edges = 90,794
Vertices = 47,848

The platform I host these builds in, measures the whole thing by what's currently in the viewer and by Tri's.
With a mid range machine (Dual core 3ghz, 2gb ram, nVidia 8500GT with 1gb ddr3 ram), I get well over 100fps on average, on a 8 year old Dell laptop with 512mb system ram, Intel 928 onboard chip sharing system ram, the readings are around 30-40fps.

I don't really measure the builds in DeleD, I publish the worlds in the platform and measure it there. If it appears too high, I go back into DeleD and cut some things.
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AWM Mars
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Location: Wilts England

PostPosted: Sat Mar 13, 2010 7:42 pm    Post subject: Reply with quote

An update on when you can run around the projects I've made. Our tech guys are writting a bespoke collaboration server, complete with SIP, XMPP protocols. Its written from a clean sheet, and all code is inhouse. We are doing this, so we can verify security of the code, communications and the platform. This is important to our business plan and to qualify for Military contracts.

The result is, we have had to wait before being able to use the Browser Kiosk wrapper solution, which hosts the pluggin. However (now the good part), the guys are nearly complete with the 'public' access point of the server and the worlds I've created will come on line in the coming week. Once passed our QC, the link to the access point via the wrapper kiosk, will be available while we work on the secure layers.

You can get access already, but the links all go to last generation worlds I created, not the ones seen here on the forums.
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AWM Mars
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Location: Wilts England

PostPosted: Fri Mar 26, 2010 11:24 am    Post subject: Reply with quote

Had a update meeting last night with our Tech department. The collaboration server is now out of beta soak testing. It sustained over 900 constant users, throwing 100 messages per second at the server for over 2 weeks without a single issue, or the need for a restart. Logging in and out users in random sequence produced no 'memory leaks' or the need for garbage collection.
Users were swapped between meeting rooms/location in random sequences without a single issue.

I'm no tech guru, but it sounds impressive to me Very Happy

All the other modules like VIOP etc are being combined, then it goes through more tests. However, I should be able to get a link up and running to give a few users at a time, the chance to wander round the builds you have seen me post here and a few besides Smile It won't be the red carpet, and some modules maybe missing, as these are linked to the paid for service, but you will be able to choose a Avatar and walk around the builds.

I'll post further information here.
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