diabolicalgame.co.uk Report : Visit Site


  • Ranking Alexa Global: # 17,795,255

    Server:GSE...

    The main IP address: 78.129.163.29,Your server United Kingdom,Maidenhead ISP:iomart Hosting Limited  TLD:uk CountryCode:GB

    The description :game development blog
    diabolical is a 3d first person shooter which will be available for the xbox 360...

    This report updates in 01-Aug-2018

Technical data of the diabolicalgame.co.uk


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Latitude: 51.522789001465
Longitude: -0.71986001729965
Country: United Kingdom (GB)
City: Maidenhead
Region: England
ISP: iomart Hosting Limited

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Date:Wed, 01 Aug 2018 10:30:49 GMT
Content-Type:text/html; charset=UTF-8

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skip to main | skip to sidebar blog screenshots videos reminders tutorials credits press contact saturday, 22 april 2017 installing blender on windows 10 i've been having trouble installing and using blender on windows 10. i've had various issues with 2.78a, 2.78b and 2.78c. the issues might have happened on earlier versions but i hadn't updated for a long while. just to be clear. once blender is working, it's working well. it appears to install but when i try to run it for the first time i just get the black console screen. with 2.78a and 2.78b i got an error message, not a very enlightening message but the internet search pointed me in the direction of graphics drivers and updating them fixed the problem. i installed version 2.78c in april 2017. lots of windows updated had happened since the last installs. this time i just got a black screen with no error messages. it did not even appear to to try to load or to create the user preferences. this time, the first thing i tried was to turn on developer mode. i'd had issues with other installs where, despite it's name, developer mode needed to be enabled for the app to be able to setup its preferences correctly, or at all. after selecting developer mode, it is necessary to reboot the machine, or at least it was in my case. after that blender ran as it should. posted by john c brown at 15:36 no comments: labels: blender , windows 10 friday, 18 march 2016 uneven curved corners i was surprised how well a simple technique worked to get a curved corner that had a different radius in two directions. to get the first curve i subdivided a plane and moved the vertices to line up with a circle in each of the directions i wanted the corner. to get the curve round the corner to be a larger curve than the others i added a circle and simply scaled each row of vertices in just one direction until the edge vertex lined up with the view of the edge of the circle. the other vertices scaled neatly to keep a smooth complex curve. in the above example i scaled [s] and restricted it to the y axis [y] which is the direction of the green arrow in the above image. it was the fact of scaling rather than moving that kept the curve in the other direction looking smooth. i started from the top and always scaled to the centre line of the guide circle. i just selected the upper most vertex as the last selection and scaled towards that. it's much harder to describe than it was to do. posted by john c brown at 14:52 no comments: labels: 3d modelling , blender , tutorial thursday, 10 march 2016 modelling with quads i've been working on some static models of cars. this hopefully this will improve my 3d modelling skills. i am trying to stick to the pretty much universally recommended way of doing this and that is to use only quads . not triangles. there are several articles online about why quads work better. here's a link to just one explanation but a quick search on google will find you lots of others. in short, quads can be smoothed, quads maintain edge loops and can be subdivided for improved quality results. most balance articles also mention that there are cases for using triangles in some parts of the model but they should be hidden out of sight. i now know why i found it so difficult to get smooth faces on some of my earlier models. i'd used triangles in the wrong places. from a games perspective, most, if not all rendering is done as triangles but we are talking about the best way to create the model. quads, apparently also animate better because the folds will be more predictable. anyway. the point of this post is to remind myself of how i have made some shapes with quads, avoiding triangles. at the moment there is just one tip but i'll add more as i work them out. reduce the number of edges subdividing rectangles this transitions from a row of three quads down to a row made with just a single quad. a complex shape at the bottom of the face and simplified at the top. i often end up with this situation when creating curves within otherwise flat faces. another example, 10 quads down to just two. other useful articles and tips: what shape should the quads be? evenly sizes or any shape. also look for edge-parallel mode . after pressing ctrl-r for a loop cut, press e to align to an edge and f to toggle between which edge to align to. posted by john c brown at 12:47 no comments: labels: 3d modelling , blender , tip monday, 29 june 2015 my blender preferences every time i come back to blender i forget how i had it setup the last time i used it. obviously settings are to each persons' taste but i have never quite got on with all the blender defaults. i assume when using a new programme that the authors know better than me what are the best settings for their application. eventually i give up and use my own choice. rotation the default rotation type of turntable is fine but it pivots round a hard to understand global point. it almost feels arbitrary to me. i prefer it to pivot round the centre of the selected items. it's still not ideal every time but at least i can understand what it is doing. zoom this is just my preference. by default blender zooms to the centre of the current view. sometimes that is ok but i find it quicker to zoom to where my mouse is pointing. metric i like to work with actual sizes and i like those to be metric. ideally millimeters (mm) but although blender allows entering numbers as mm, it displays the results in centimeters (cm). i use the scale option to get the result to be mm. one unit size equals 1mm. i am sure that most readers will assume that my preference for metric is because i have grown up in england. this is not entirely the case. i am old enough that i can work in both imperial and metric and i do still measure in inches when working on less precise jobs, like fences for the fields. when i'm 3d modelling, i typically need some accuracy and millimeters is just so much easier at all scales. i can't complain because i still prefer working in degrees and not radians but clearly blender's interface is designed for the units most commonly used in europe and not for people like me and most of the building trade in the uk that work in the scientific standard size of millimeters. i am happy there is a choice and centimeters are much better for my needs than inches. display the information i display while working changes. it is handy to hide bits so they do not get in the way. the things i find useful are the lengths of selected edges to get accurate sized objects and the normals to show the outside face of a surface. i also turn on back face culling to help with keeping track of the outside and inside of objects. as i find other preferences, i'll update this page. posted by john c brown at 09:29 no comments: labels: blender , preferences wednesday, 3 june 2015 blender quick reference i have used blender a lot for 3d models for games but my use has long periods away doing coding or other projects. that means whenever i return to 3d modelling i have to remember how to use blender again. typically blender has progressed a version or two as it is very actively being developed. it always takes me a while to get back up to speed. i hunted round for quick start guides and keyboard shortcuts but none quite had what i needed. what i wanted was the common features used to make most models to get me up to speed as quickly as possible. i don't need every feature because i can look up the rarely used ones as needed. therefore, in my usual way, i have created a desktop quick reference guide that has the features i need to remember each time. this will continue to be a work in progress. i will add more reminders as and when i know what i need to use. downloads i've made a couple of versions available for download: pdf to print or view source powerpoint to edit to make your own changes 3d printing if you are interested in 3d printing see my other blog . == last updated - 3 march 2016 cross post on my other blog posted by

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the WHOIS query quota for 2600:3c03:0000:0000:f03c:91ff:feae:779d has been exceeded
and will be replenished in 116 seconds

WHOIS lookup made at 13:00:31 13-Aug-2017

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  REFERRER http://www.nominet.org.uk

  REGISTRAR Nominet UK

SERVERS

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  ARGS diabolicalgame.co.uk

  PORT 43

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for .uk domain names. This information and the .uk WHOIS are:
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  NAME diabolicalgame.co.uk

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  NS3.REFINITIVE.COM 84.22.168.154

  NS2.REFINITIVE.COM 87.117.237.66

  NS1.REFINITIVE.COM 87.117.237.205

  DNS0.REFINITIVE.COM 78.129.163.29

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