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Calling all XNA Enthusiasts in Melbourne and Sydney
X-Tatic's Attic By X-Tatic on11/6/2007
Mykre has some new about an XNA event in Sidney and Melbourne. Entrance is free (with registration) if your out that way. Get more info from:

http://www.virtualrealm.com.au/blogs/mykre/archive/2007/11/06/calling-all-xna-enthusiasts-in-melbourne-and-sydney.aspx

New Tutorials
X-Tatic's Attic By X-Tatic on9/20/2007
I spent some considerable time putting together a new tutorial. It will hopefully shed some light onto how to approach somethings.The tutorials is of how to select and control a particular character from a big group, showing a selection ring. You can see it here: http://wiki.blade3d.com/page/RPG%3ACurrentPlayerSelection

Apparatus has also created some nifty tutorials on Sketchup Models in Blade3D and How to use an Animated Box from XSI.

Blade3D Beta2 is here!
Chris's Development Blog By Chris on8/30/2007 8:31 PM

Hi Everyone,

We're very excited to annouce the first release of Blade3D Beta 2.

This build includes over 15 major new features and more than 50 improvements and bug fixes.  These include single click deployment to Xbox 360 and Windows (for XNA Creators Club members), Sott Shadow support, drag and drop Material Palette, character controller and greatly improved performance.   Please check the release notes to see all the awesome changes.

Enjoy!

Blade3D Team

New Features


New Xbox 360 compatible runtime
Direct deployment to Windows/Xbox 360 targets
New Shadow system with PCF/VSSM
New Drag/Drop material palette
New character controller with supp ...

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Blade3D Beta2 ETA
Chris's Development Blog By Chris on8/30/2007 5:02 PM

Hello,

I just want to give you a heads up that we are just building the final build of Blade3D Beta 2 and expect it to be released sometime in the next couple of hours.

Yes, you heard it right Beta 2 - which means it has Xbox 360 deployment!

Also in this build is a very easy to Windows Forms compatibility layer that lets you embed Blade3D scenes into any .Net application.

-chris


Sneak Peek at Material Picker
X-Tatic's Attic By X-Tatic on8/29/2007
Here is a peek at the Material Picker functionality coming in the next build (hopefully this week).http://www.blade3d.com:8080/Michael/Videos/Blade3D/Blade3DMaterialPicker.avi (13.4mb, xvid)

Gamefest Report
Chris's Development Blog By Chris on8/16/2007 12:35 PM

Hi everyone,

First I'd like to apologize on behalf of the whole team for not being active on the forums for the last few weeks.  As you probably gathered we had a stand at  Gamefest this year and were very busy getting things organized for the show.

Gamefest was a wonderful success for us and everyone we talked to loved what we are doing.

Our booth was in an excellent location right next to the main Microsoft stand.  We showed Blade3D to attendees including the press and many major game studios.  Everyone who we showed the product to was very impressed and excited at how much Blade3D has to offer.

Thanks to all of you who dropped by our booth to say hello and check out Blade3D.
 
More good news...

Since our last public drop there has been an amazing amount of new functiona ...

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Blade3D Build 2212 is now available
Chris's Development Blog By Chris on7/9/2007 10:08 PM

Hello Everyone,

The Blade3D team is very happy to announce build 2212. 
Here is the list of additions, improvements and bug fixes that you will find in this build.
The most important thing to note is that apart from a few minor work items still to be done, this build contains the necessary changes to allow us to deploy the Blade3D runtime on the Xbox 360.  We will be finalizing the deployment features in upcoming builds.

Enjoy!

Team Blade3D
 

New Texture System
===============
Blade3D now uses the VTF (Valve Texture Format) as its native texture file format
Blade3D can import the following texture types using the new “Import Texture” feature
 Plain 2D Textures, Animated Textures< ...

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Build 2086 is now available!
Chris's Development Blog By Chris on6/17/2007 8:08 AM

Hi Everyone,

We're happy to announce the "Father's Day" release of Blade3D.  This build includes a brand new lighting system, some nice additions to the IDE and major performance tuning for BSP maps and the material system.

The new lighting system now supports 5 light types. Point light for light in all directions, directional light for light In a particular direction, and spot lights for light in a specific direction with a cone. The final two lights types are projected texture lights. Projected texture light projects a texture onto the scene in a specific direction, while projected cube texture light projects a texture in all directions, using a cube map.

To use the new lights all you have to do is add them to your scene, if a scene item is within range (each light has a range property), it will be lit by the light, when using a Lighting material.

...
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Problems Running Blade3D
Chris's Development Blog By Chris on6/7/2007 5:16 PM

It has come to our attention that some people are having problems running Blade3D.  If you are having these problems please could you try instaling the DirectX End User Runtime here.

Do not be fooled into thinking you already have DX9.0c since Microsoft frequently updates the DirectX runtime making your installed version obsolete.  Also please make sure you install from the link I have provided since there is also another DirectX runtime setup that is floating around on the Microsoft site that does not work correctly on Windows Vista.

We are investigating how best to deal with the problem since adding this 48MB setup to our own setup is somewhat overkill.  I should also point out that other people who are interested in redistributing the XNA framework are having& ...

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Blade3D Build 1955 Released
Chris's Development Blog By Chris on6/3/2007 3:07 PM

Good Afternoon,

We have made some fixes in response to problems we found while working on the Wiki content and community feedback.  Most of the changes are fairly minor and are not be breaking changes.

Enjoy!
Blade3D Team

 

Changelist

Allow duplicating macros
GUI Controls are not locked by default
Drop primitives on terrain during creating
Transform model on insert
Transform model on setting the reference to a model instance
If there are no Sprite Areas don't bother building it
Fix for node position  not being correct on Drop or on Create from the context menu

More...

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