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Re: Hecknex World
[Re: marco1194]
#483642
06/28/21 14:47
06/28/21 14:47
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Joined: Jul 2007
Posts: 619 Turkey, Izmir
Emre
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OP
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Joined: Jul 2007
Posts: 619
Turkey, Izmir
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(Google translation) I think you should try it I have now used it on everything Wed ged med and sed problems have not occurred but have no idea how to test it (German Original) Ich denke man sollte es versuchen ich habe es jetzt bei allem angewendet Wed ged med und sed Probleme sind dadurch nicht aufgetaucht habe aber keine Ahnung wie es zu testen ist 4GB PatchA piece of code was shared for testing in the topic that I gave the link to. Here it is;
///////////////////////////////
#include <acknex.h>
#include <default.c>
///////////////////////////////
#define MAX_BMAPS 1000 // start with the default nexus/ "run current script"
BMAP* test_bmps[MAX_BMAPS];
int num_bmaps = 0;
void main()
{
int i;
fps_max = 60;
video_mode = 6;
while(1)
{
draw_text(str_printf(NULL,"sys_memory: %.1f",(double)sys_memory),20,20,COLOR_RED);
draw_text(str_printf(NULL,"d3d_texbmaps: %.1f",(double)d3d_texbmaps),20,40,COLOR_RED);
draw_text(str_printf(NULL,"nexus: %.1f/ %d",(double)nexus,(int)max_nexus),20,60,COLOR_RED);
draw_text(str_printf(NULL,"d3d_texfree: %.1f",(double)d3d_texfree),20,80,COLOR_RED);
if(num_bmaps < MAX_BMAPS)
{
test_bmps[num_bmaps] = bmap_createblack(2048,1024,32); //bmap_create("test8MB.tga"); //
draw_quad(test_bmps[num_bmaps],vector(10,10,10),NULL,NULL,NULL,NULL,50,0);
num_bmaps++;
}
draw_text(str_printf(NULL,"num_bmaps: %d",(int)num_bmaps),20,120,COLOR_RED);
wait(1);
}
}
I tested with it. Normally the engine creates and draws 157 bmaps, then it gives an error. With 4gb patch it increased to 410. In short, this patch seems to work. I don't know if it is safe to use. If it's safe that's really cool! Thank you for letting me know! Edit: I can't beleive it! It can go over 3GB!
Last edited by Emre; 06/28/21 17:46. Reason: Screenshot
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Re: Hecknex World
[Re: Emre]
#483849
08/03/21 23:04
08/03/21 23:04
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Joined: Sep 2007
Posts: 48 Deutschland
HoopyDerFrood
Newbie
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Newbie
Joined: Sep 2007
Posts: 48
Deutschland
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Really nice World. I think your showcases show the best landscapes I've ever seen with A8. I am currently trying to make a lakescene for my Laser-Shooting simulator (Duck Hunting) myself and your level showed, me how much my attempts suck . Any tipps for non artists? I am a coder and always struggled with map building. I've even searched for people to pay but unfortunatly there are not much artists out there who are familiar with A8.
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Re: Hecknex World
[Re: HoopyDerFrood]
#483853
08/04/21 10:38
08/04/21 10:38
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Joined: Jul 2007
Posts: 619 Turkey, Izmir
Emre
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OP
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Joined: Jul 2007
Posts: 619
Turkey, Izmir
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Hi, I'm glad you like it! I think there are couple important things about this topic. I can list them as follows. 1-)ASSETS: It is necessary to fill the map with assets that are visually compatible with each other. I use sketchfab's site for models. Since all assets are not made by a single person, sometimes it is necessary to make adjustments. It is especially important to harmonize the color tones of the textures. 2-)SHADERS: There is a lot I can write about these parts, but I don't want to prolong the conversation because my English is not very good. Apart from the fact that everything from trees to land must be in harmony, it is necessary to avoid things that will affect performance. This is also quite difficult. Still, I would like to write about how I did something small but important. I made snow effects on the logs and rocks in the game with shaders. This is a truly complementary element and also saves time and effort. For this, I had to search the internet and add the right method to the shaders. In this way, snow effect was automatically added on top of the rocks and logs. 3-)EDITOR: This is the most important thing. As WED is a very old editor, it is not sufficient by today's standards. GED is also not good enough. So I used a kind of "in-game editor" that I made my own. The most important thing here is to see the preview images of the entities in the folder in real time and able to quickly add and remove them from the map and also to be able to adjust/tuning shader settings in real time. In this way, I can do various experiments without wasting time. When necessary, I can test all the models I have by adding them to the map without wasting time. This is necessary to achieve a visually satisfying result. I'm not sure how well I explained it, as my English is not good, so I recommend you to watch this VIDEO. Hecknex World wouldn't look this good if I didn't make this editor. One last thing... In order to make a good landscape, it is necessary to examine the landscapes made by others before. Because sometimes when we don't see better ones, what we do may seem sufficient to us. To overcome this, before I did the terrain coverings (snow, mud, etc.) in Hecknex World, I examined "The Volga" level of Metro Exodus. Unfortunately, it is not easy to make landscape. I tried many times until I reached the final version of the project. If you follow the right methods, I'm sure you will always get a better result through trial and error. It all depends on how much time you have. I hope what I wrote will be of use to you. Best regards.
Last edited by Emre; 08/04/21 12:18. Reason: typos
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Re: Hecknex World
[Re: Damocles]
#484673
11/27/21 20:22
11/27/21 20:22
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Joined: Jul 2007
Posts: 619 Turkey, Izmir
Emre
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OP
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Joined: Jul 2007
Posts: 619
Turkey, Izmir
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Just played your project. Was a really nice 15 Minutes of exploring. Nice job, very atmospheric. But I also wonder why some devs still stick with this now really outdated software. It had its place, but for new projects you should really move on to one of the modern engines.
I'm glad you liked it! And you're right about switching to modern engine but I don't want to leave my precious. (just kidding)
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