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	<title>
	Comments on: Architectual Visualisation in Game Engines &#8211; Oblivion	</title>
	<atom:link href="https://www.digitalurban.org/blog/2006/09/26/architectual-visualisation-in-game/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.digitalurban.org/blog/2006/09/26/architectual-visualisation-in-game/</link>
	<description>Data, Cities, IoT, Writing, Music and Making Things</description>
	<lastBuildDate>Thu, 26 Apr 2007 11:39:00 +0000</lastBuildDate>
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		<title>
		By: paul.g.wilson		</title>
		<link>https://www.digitalurban.org/blog/2006/09/26/architectual-visualisation-in-game/#comment-688</link>

		<dc:creator><![CDATA[paul.g.wilson]]></dc:creator>
		<pubDate>Thu, 26 Apr 2007 11:39:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=2288#comment-688</guid>

					<description><![CDATA[Andy&lt;br/&gt;&lt;br/&gt;Have been able to create a tutorial to get MAX into Oblivion?&lt;br/&gt;&lt;br/&gt;Best Regards&lt;br/&gt;&lt;br/&gt;Paul]]></description>
			<content:encoded><![CDATA[<p>Andy</p>
<p>Have been able to create a tutorial to get MAX into Oblivion?</p>
<p>Best Regards</p>
<p>Paul</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Karl		</title>
		<link>https://www.digitalurban.org/blog/2006/09/26/architectual-visualisation-in-game/#comment-687</link>

		<dc:creator><![CDATA[Karl]]></dc:creator>
		<pubDate>Sat, 21 Apr 2007 16:50:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=2288#comment-687</guid>

					<description><![CDATA[I&#039;m an avid Oblivion modder and I am blown away by your work here.  I knew from the get go that the Oblivion toolkit was an amazing value- so much functionality for so little $$$.  The only problem is the lack of serious (produced by the dev team) API documentation and the many facets of the engine that Bethesda is keeping under wraps.  Your work here would be very, very valuable to users of the TES toolkit, please post again when you have your tuturorial put together, even in a &quot;half baked&quot; stage!!!]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m an avid Oblivion modder and I am blown away by your work here.  I knew from the get go that the Oblivion toolkit was an amazing value- so much functionality for so little $$$.  The only problem is the lack of serious (produced by the dev team) API documentation and the many facets of the engine that Bethesda is keeping under wraps.  Your work here would be very, very valuable to users of the TES toolkit, please post again when you have your tuturorial put together, even in a &#8220;half baked&#8221; stage!!!</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Anonymous		</title>
		<link>https://www.digitalurban.org/blog/2006/09/26/architectual-visualisation-in-game/#comment-686</link>

		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Wed, 21 Mar 2007 20:05:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=2288#comment-686</guid>

					<description><![CDATA[Andy&lt;br/&gt;&lt;br/&gt;Thanks, how do you get your model from Max into the Oblivion engine?&lt;br/&gt;&lt;br/&gt;Paul]]></description>
			<content:encoded><![CDATA[<p>Andy</p>
<p>Thanks, how do you get your model from Max into the Oblivion engine?</p>
<p>Paul</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Andy		</title>
		<link>https://www.digitalurban.org/blog/2006/09/26/architectual-visualisation-in-game/#comment-685</link>

		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Fri, 16 Mar 2007 11:58:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=2288#comment-685</guid>

					<description><![CDATA[Paul - I&#039;ve put a link up to amazon:&lt;br/&gt;&lt;br/&gt;http://astore.amazon.com/digiurba-20&lt;br/&gt;&lt;br/&gt;:)&lt;br/&gt;&lt;br/&gt;Andy]]></description>
			<content:encoded><![CDATA[<p>Paul &#8211; I&#8217;ve put a link up to amazon:</p>
<p><a href="http://astore.amazon.com/digiurba-20" rel="nofollow ugc">http://astore.amazon.com/digiurba-20</a></p>
<p>🙂</p>
<p>Andy</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Anonymous		</title>
		<link>https://www.digitalurban.org/blog/2006/09/26/architectual-visualisation-in-game/#comment-683</link>

		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Fri, 16 Mar 2007 10:48:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=2288#comment-683</guid>

					<description><![CDATA[Where can you buy the Oblivion game engine?&lt;br/&gt;&lt;br/&gt;Paul]]></description>
			<content:encoded><![CDATA[<p>Where can you buy the Oblivion game engine?</p>
<p>Paul</p>
]]></content:encoded>
		
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		<item>
		<title>
		By: Kasperg		</title>
		<link>https://www.digitalurban.org/blog/2006/09/26/architectual-visualisation-in-game/#comment-681</link>

		<dc:creator><![CDATA[Kasperg]]></dc:creator>
		<pubDate>Sun, 22 Oct 2006 00:19:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=2288#comment-681</guid>

					<description><![CDATA[Have you gotten the imported models to produce shadows on the terrain around them? &lt;br /&gt;I don&#039;t know how the Oblivion engine works, but in terms of lighting, using the Source engine might be a better choice. Imported models (props)are able to cast shadows.]]></description>
			<content:encoded><![CDATA[<p>Have you gotten the imported models to produce shadows on the terrain around them? <br />I don&#8217;t know how the Oblivion engine works, but in terms of lighting, using the Source engine might be a better choice. Imported models (props)are able to cast shadows.</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Greg		</title>
		<link>https://www.digitalurban.org/blog/2006/09/26/architectual-visualisation-in-game/#comment-680</link>

		<dc:creator><![CDATA[Greg]]></dc:creator>
		<pubDate>Thu, 28 Sep 2006 23:16:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=2288#comment-680</guid>

					<description><![CDATA[This is pretty cool! Is it possible to make the photo based textures self illuminating, like a surface shader so that the shadows don&#039;t conflict?]]></description>
			<content:encoded><![CDATA[<p>This is pretty cool! Is it possible to make the photo based textures self illuminating, like a surface shader so that the shadows don&#8217;t conflict?</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Andy		</title>
		<link>https://www.digitalurban.org/blog/2006/09/26/architectual-visualisation-in-game/#comment-679</link>

		<dc:creator><![CDATA[Andy]]></dc:creator>
		<pubDate>Thu, 28 Sep 2006 10:37:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=2288#comment-679</guid>

					<description><![CDATA[We used SketchUp first and then imported into Max. From there we exported into the Oblivion Engine. There are a few &#039;hoops&#039; to jump through before it works and we hope to find a more direct route from SketchUp without involving Max.&lt;br /&gt;&lt;br /&gt;I&#039;ll post some more updates on progress and a walk through guide once its all in place.&lt;br /&gt;&lt;br /&gt;Andy]]></description>
			<content:encoded><![CDATA[<p>We used SketchUp first and then imported into Max. From there we exported into the Oblivion Engine. There are a few &#8216;hoops&#8217; to jump through before it works and we hope to find a more direct route from SketchUp without involving Max.</p>
<p>I&#8217;ll post some more updates on progress and a walk through guide once its all in place.</p>
<p>Andy</p>
]]></content:encoded>
		
			</item>
		<item>
		<title>
		By: Eric		</title>
		<link>https://www.digitalurban.org/blog/2006/09/26/architectual-visualisation-in-game/#comment-678</link>

		<dc:creator><![CDATA[Eric]]></dc:creator>
		<pubDate>Thu, 28 Sep 2006 05:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=2288#comment-678</guid>

					<description><![CDATA[What are you using to model? Max? Sketchup?]]></description>
			<content:encoded><![CDATA[<p>What are you using to model? Max? Sketchup?</p>
]]></content:encoded>
		
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