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Re: HUD - critics wanted [Re: Locutus_of_Borg] #115322
03/29/07 15:37
03/29/07 15:37
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Add dynamic lights for the models and set the wmb entities to unlit?

Change the skin of the models?

Both have their disadvantages...

Did you try to build the wmbentities with the models included?

Re: HUD - critics wanted [Re: FBL] #115323
03/29/07 17:24
03/29/07 17:24
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
I like the second HUD best, after that the first one and after that the last one. The last one looks better, but doesn't fit that well. The second one could need some color, but at least fits the best. The first one looks cool with the colors and basic shape, but doesn't fit either. The overall colors could be darker.

I'd like the last one best if you'd adjust it to fit the overall color scheme better. Floating mana and health bar thingies are cool, perhaps animate them to float a bit up and down too, should look interesting.

Quote:

Who friggin' cares whether it was SNES or Daiblo? Diablo is an example nearly everybody knows. Just an example! Your caps lock key seems to have a problem lately...




Older games have had those health bars in all kinds of colors, red, green, blue, white and whatmore. When it comes to mana and health, those had red and blue because that was the case with a lot of boardgames I think. Anyways, yes, Spike is right, Diablo wasn't the first,

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Little Update [Re: PHeMoX] #115324
04/17/07 10:37
04/17/07 10:37
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
L
Locutus_of_Borg Offline OP
Member
Locutus_of_Borg  Offline OP
Member
L

Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
I now worked on several Levels. I think I had some good idears which I realized now. I will post some screens as soon as possible.

I also worked on some shaders:
Here is a screenshot and a video:
Screen: http://www.matthias-schlich.de/Bilder/picload/upload/shot_4sfd.jpg
Video: http://www.matthias-schlich.de/glasball-divx.rar
Unfortunatly I "only" have A6 Com so the glass is realized with a env-map and not with render to texture. So particles for example are not shown when you look through the orb.

Last edited by Locutus_of_Borg; 04/17/07 10:42.
Re: Little Update [Re: Locutus_of_Borg] #115325
04/17/07 13:43
04/17/07 13:43
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
Expert
Germanunkol  Offline
Expert

Joined: Jun 2006
Posts: 2,640
Earth
wow, very cool. great work, looks quite realisitc!


~"I never let school interfere with my education"~
-Mark Twain
Re: Little Update [Re: Germanunkol] #115326
04/17/07 14:01
04/17/07 14:01
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Sher schön gemacht ! Weiter so!

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: Little Update [Re: Germanunkol] #115327
04/17/07 19:01
04/17/07 19:01
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
Quote:

wow, very cool. great work, looks quite realisitc!




Indeed, nice work !!

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
Re: Little Update [Re: frazzle] #115328
04/18/07 15:04
04/18/07 15:04
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
L
Locutus_of_Borg Offline OP
Member
Locutus_of_Borg  Offline OP
Member
L

Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
Here are the promised Screens:

new colors:
http://img484.imageshack.us/img484/8199/shot0fx9.jpg

http://img484.imageshack.us/img484/8987/shot1ij0.jpg

I need more lights here
http://img241.imageshack.us/img241/1114/shot2pn4.jpg

still unfinished, but posted to show the level-structure
http://img78.imageshack.us/img78/7512/shot3xw2.jpg

a cave-level (i'll have to rework this, with models to use shaders)
http://img441.imageshack.us/img441/1020/shot0wb7.jpg

Re: Little Update [Re: Locutus_of_Borg] #115329
04/18/07 15:09
04/18/07 15:09
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
It looks better Maybe switch the Torches , i dont like this one
On ure Last Picture, the Geometry is not the best on such Surfaces, maybe Split this Blocks and adapt it to the other Blocks..

Hope u can read this Carefully

cYa Sebastian


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Models as Levels [Re: rvL_eXile] #115330
04/19/07 16:42
04/19/07 16:42
Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
L
Locutus_of_Borg Offline OP
Member
Locutus_of_Borg  Offline OP
Member
L

Joined: Nov 2004
Posts: 181
Germany, Saarland, Nohfelden
I've got something strange, when I tried to use a model as a levelpart.

This is a model I did in Cinema4D and I wanted to use it as a cave. I exported it to 3ds, imported it in MED and saved it as MDL. When I add it to my game, my player always falls through it.
Then I added a block as bottom, but now he can only walk to the half of the model and can't get any further. Does anybody know what I did wrong?

Re: Models as Levels [Re: Locutus_of_Borg] #115331
04/19/07 16:54
04/19/07 16:54
Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
W
Wicht Offline
User
Wicht  Offline
User
W

Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
The model must be passable. Create invisible blocks around the model as bounding box.

Model = The Art
Blocks = Collision Detection

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