I'm not giving up on Cobalt. I'm just going to have to hold back on publishing a few things until it has advanced a bit more. I'll keep experimenting with it, and doing what I can to help it along.
Yes, it now rezzes in full fidelity. Looks great!
I'm sorry you're finding that Cobalt doesn't meet your building needs right now. The plaform will evolve considerably over the coming months (and years) and I suspect that the way we package and opt…
Thanks for letting me know that you couldn't see the world correctly. When I tested the world myself, by opening it from the URL, it looked fine to me. I assume that the hi-rez textures were loading from the cache on my local machine.
You are right,…
The screenshots of the House and Church look beautiful.
However, the .c3d files you've made available are missing the full resolution texture files they need in order for your models to display properly, so for those of us who download the space th…
URL:http://www.medievalist.net/cobaltworlds/romanhouse.c3d
Here's a first draft of my Roman House world. This is another thing I had originally made for Blink 3D, and am now converting for use with Open Cobalt. The model was built with AC3D. The…
Here's a new version of my Byzantine church world, made with rc23. I have customized the lighting in this one. Once you're inside (you'll have to squeeze past an Alice), you should look up into the dome.
URL: http://www.medievalist.net/cobaltworlds…
This problem is solved in rc 23. It's now possible to look up and down on a Windows machine (at least within 5 degrees of vertical) by depressing the control key and the left mouse button simultaneously. It's not possible, though (as far as I can te…
From the dev team: Right now Cobalt doesn't offer underlying support for multi-textured meshes.
Eventually we are going to have to reassess the whole 3d subsystem and prioritize what needs upgrading.
I'll go ahead and enter it in Mantis as an enha…
I've heard privately from Eric Knisley, the artist responsible for the textures and lighting effects in the RENCI room world. He explained that he used various techniques to modify the textures (of the floor, for example) so that they were darkened…
OK. I'll do that when I have a chance. It's very important to me to have some way of keeping users inside a building, instead of drifting through walls.
An interesting suggestion, one that our dev lead has already been considering. Cobalt already employs a very simplified version of this kind of "faux" physics. We are looking at possibly elaborating on this scheme to make it possible to create the s…
Thanks for the replies, Peter. I have signed up on the Mantis site, and will check for known bugs in the future, before starting discussions on this site.
I did get the impression that I could get to other worlds more consistently by entering the po…
Beautiful work, Glenn.
To answer your questions:
Q1: I'm not clear, for example, on how or where to position the entrance point to the world.
A1: Right now you don't have any control over the entry point. It is hard-coded to be set at coordinates…
Right now the camera's vertical panning range doesn't extend a full 180 degrees (from straight down to straight up). Obviously, it should.
Would you please submit a request to fix this deficiency to our Mantis bug reporting database?
http://croquet…
I'm an art historian at Georgia State University in Atlanta. I teach Roman and Medieval art and architecture, and am interested in the use of immersive 3D worlds for teachng and research in the history of art.
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One of our core Cobalt Project team members is a PhD candidate in Medieval history at U. of Iowa. I suspect the two of you might have a lot to discuss about the use of virtual environments for teaching history. I'd be happy to introduce you, if you'd like. Let me know...