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Re: Videos finally...
[Re: Machinery_Frank]
#47762
03/26/06 22:42
03/26/06 22:42
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Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
OP
User
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OP
User
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
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The web page is up. It's small and simple and I have not uploaded any vids yet, until I figure out WTF I'm doing exactally. Some screen shots and info mainly. Page
Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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Re: Videos finally...
[Re: draculaFactory]
#47763
03/27/06 06:41
03/27/06 06:41
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Joined: Mar 2005
Posts: 969 ch
Loopix
User
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User
Joined: Mar 2005
Posts: 969
ch
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Hi slizzer...I just wanna tell you that I enjoy the progress on your outstanding rpg project  and I really hope to see a finished game...when the time has come. btw. Website is nice...but it will have to evolve at sometime...like your rpg does  the camera-code download displays an error page.
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Re: Videos finally...
[Re: Loopix]
#47764
03/27/06 10:36
03/27/06 10:36
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Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
OP
User
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OP
User
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
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No kidding about the camera code. I don't know why, the file is there. I def need more content. I'm working on some things right now. I get about 2 days a week to work on this game.
Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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Re: Videos finally...
[Re: ulf]
#47766
03/28/06 06:28
03/28/06 06:28
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Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
OP
User
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OP
User
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
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ulf: I split up a biped model into different pieces like chest, arms, legs, etc. and then animate them together to make the player model. I use the different pieces to make different armor and clothing, this way I can just swap out the pieces. loopix: Here is the code. Code:
var cam_ang[3]; var cam_dist = 10; var mouse_stopped;
function 3rd_person_cam() { if(!player || mouse_mode == 1){return;} me = player; var temp2[3]; camera.x = player.x + (-400 * cos(ang(player.pan))); camera.y = player.y + (-400 * sin(ang(player.pan))); camera.z += (-mouse_force.y * 50) * time; if(camera.z >= player.z + 500){camera.z = player.z + 500;} if(camera.z <= player.z - 80){camera.z = player.z - 80;} vec_diff(temp.x,player.x,camera.x); vec_to_angle(temp,temp); camera.pan = temp.pan; camera.tilt = temp.tilt; trace_mode = ignore_passable + ignore_passents + ignore_me; c_trace(player.x,camera.x,trace_mode); if(trace_hit == 1) { vec_set(camera.x,target.x); vec_normalize(normal.x,(camera.clip_near/2)); vec_add(camera.x,normal.x); } else { vec_diff(temp,camera.x,camera.x); vec_normalize(temp,camera.clip_near); vec_rotate(temp,vector(90,0,0)); vec_set(temp2,camera.pos); vec_add(temp2,temp); trace_mode = ignore_passable + ignore_passents + ignore_me; c_trace(camera.x,temp2.x,trace_mode); if(trace_hit == 1) { vec_set(camera.x,target.x); vec_normalize(normal.x,(camera.clip_near/2)); vec_add(camera.x,normal.x); } else { vec_rotate(temp,vector(-180,0,0)); vec_set(temp2,camera.pos); vec_add(temp2,temp); trace_mode = ignore_passable + ignore_passents + ignore_me; c_trace(camera.x,temp2.x,trace_mode); if(trace_hit == 1) { vec_set(camera.x,target.x); vec_normalize(normal.x,(camera.clip_near/2)); vec_add(camera.x,normal.x); } } } wait(1); }
function vanity_cam() { cam_ang.pan += 1 * time; cam_dist = 200; camera.x = player.x + cos(cam_ang.pan) * (cam_dist * cos(cam_ang.tilt)); camera.y = player.y + sin(cam_ang.pan) * (cam_dist * cos(cam_ang.tilt)); camera.z = player.z + sin(cam_ang.tilt) * cam_dist; vec_set(temp,player.x); vec_sub(temp,camera.x); vec_to_angle(camera.pan,temp); }
function iso_cam() { if(!player || mouse_mode == 1){return;} me = player; var temp2[3]; camera.x = player.x + (-400 * cos(ang(player.pan))); camera.y = player.y + (-400 * sin(ang(player.pan))); camera.z = player.z + 500; vec_diff(temp.x,player.x,camera.x); vec_to_angle(temp,temp); camera.pan = temp.pan; camera.tilt = temp.tilt; }
starter update_camera { while(!player){wait(1);} while(1) { if(player.move_x == 0 && player.move_y == 0 && mouse_moving == 0) { mouse_stopped += 1 * time; } else { mouse_stopped = 0; } if(mouse_stopped >= 5000) { camera.arc = 72; cam_ang.tilt = 20; cam_ang.roll = 0; vanity_cam(); } else{iso_cam();} wait(1); } }
function force_vanity() { mouse_stopped = 5000; }
on_f7 force_vanity();
Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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Re: Videos finally...
[Re: draculaFactory]
#47767
03/30/06 15:14
03/30/06 15:14
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Joined: Feb 2005
Posts: 647 Williamsburg, VA USA
draculaFactory
OP
User
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OP
User
Joined: Feb 2005
Posts: 647
Williamsburg, VA USA
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Last update for awhile. I totally have my plate full with everything new that I am getting into. Andvari did a new model, the male player model. Sweet...  Also, updated my site with some new stuff, but I also re-made the site so it is smaller and neater. Like I said, I haven't done HTML seriously since like 1995.
Making dreams come true... And being erroneously accused of software piracy by Conitec in the process.
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Re: New
[Re: draculaFactory]
#47769
10/31/06 18:09
10/31/06 18:09
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Joined: Mar 2005
Posts: 527 Netherlands
RJDL
Developer
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Developer
Joined: Mar 2005
Posts: 527
Netherlands
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wow, that definately looks cool! i would make the metal a bit darker. if you add reflections to it eventually, it should look quite good (i'd like a screenshot of that  )
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Re: New
[Re: Shadow969]
#47771
10/31/06 20:38
10/31/06 20:38
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Joined: Mar 2006
Posts: 2,758 Antwerp,Belgium
frazzle
Expert
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Expert
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
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Both the blade and the male look amazing !! Great work slizzer  Cheers Frazzle
Antec® Case Intel® X58 Chipset Intel® i7 975 Quad Core 8 GB RAM DDR3 SSD OCZ®-VERTEX2 3.5 x4 ; HD 600 GB NVIDIA® GeForce GTX 295 Memory 1795GB
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