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Re: Building the next best space game. [Re: ratchet] #395299
02/21/12 23:07
02/21/12 23:07
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
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MrGuest  Offline
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M

Joined: Jul 2008
Posts: 1,178
England
Nice, it's just a shame most of it's wrong.
Originally Posted By: JoGa
REduction is a attribution (lat. reductio).
You reduce a bigger thing in a smaller thats the way in chemistry, computer science, boiling, ... abstract: Reductionism.
:to bring down to a smaller extent, size, amount, number, etc.
There is no necessity for a reduction to exist only within a single entity. Should a concept be redesigned and it's weight be lowered, it would have a reduction in weight though it would not necessarily have to be the same entity. The concept of the object is where the attribution exists.

Originally Posted By: JoGa
But i didn't know that the meaning of reductions is addicted to the place, you come from?
Neither did I. Why would you even think the two questions were related?

Originally Posted By: JoGa
Please stop offending on little details, mrguest.
Then don't prompt me to and that's somewhat hypocritical isn't it? wink

To clarify for those who misunderstood my earlier post
Originally Posted By: MrGuest
Nice poly reduction model of the ship though, as most have already pointed out the polycount is wayyy too high
Nice recreation of the concept kmega99 created, well done in reducing the number of polygons required to achieve a similar looking model.

Re: Building the next best space game. [Re: ratchet] #395303
02/22/12 05:05
02/22/12 05:05
Joined: Jan 2012
Posts: 55
K
kmega99 Offline OP
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kmega99  Offline OP
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K

Joined: Jan 2012
Posts: 55
Still wip.

I'm still new to modeling. I now see where I over did the polygons. laugh
Skinning such a large ship is quite the task. It may take a few days for this one.

The main reason I started with so many polygons is because I'm building a large command ship. I'm still in the middle of deciding where to put stuff (dents, & other things). I like to first start off with a no polygon limit, then reduce as I complete the model.

Thanks for the advice. grin

Originally Posted By: MrGuest

@kmega99 while I defend what you're trying to do and hope you achieve it, I doubted you'd make the game in 2 months before it was aiming to look like SC2 (sorry again for the referencing) but trying now to achieve this, just look at the dates of when production started and when it completed, calculate the number of hours worked and multiply that by the number of artists alone... work that to your timescale and see if you can achieve it before you're over 150 years old...?

150 years old? eek
But no one lives that long. cry
Guess I'll just have to build faster. wink

Re: Building the next best space game. [Re: kmega99] #395305
02/22/12 09:03
02/22/12 09:03
Joined: Apr 2008
Posts: 2,488
ratchet Offline
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ratchet  Offline
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Joined: Apr 2008
Posts: 2,488
@Mr Guest :
No worry, that just "most" of the time , polygon reduction in 3D artist sites, is used to talk about taking some high poly model than reducing down the polycount (manually or with a tools like Zbrush "Decimate" plugin and others or methods like retopology !

@kmega99 :
Nice texture start.
The term skinning is mainly used for "character skinning" , this means defining the weight of vertex to each bone of the skeleton.
I doubt your ship have some skeleton laugh ?
You meaned perhaps : UV mapping or texturing ?


Last edited by ratchet; 02/22/12 09:04.
Re: Building the next best space game. [Re: ratchet] #396344
03/05/12 20:45
03/05/12 20:45
Joined: Jan 2012
Posts: 55
K
kmega99 Offline OP
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kmega99  Offline OP
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K

Joined: Jan 2012
Posts: 55
Very first ship design.




Re: Building the next best space game. [Re: kmega99] #396346
03/05/12 21:10
03/05/12 21:10
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
wow, looks great!


Visit my site: www.masterq32.de
Re: Building the next best space game. [Re: MasterQ32] #396439
03/06/12 22:34
03/06/12 22:34
Joined: Jul 2008
Posts: 1,178
England
M
MrGuest Offline
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MrGuest  Offline
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M

Joined: Jul 2008
Posts: 1,178
England
Looking good!

Re: Building the next best space game. [Re: MrGuest] #397135
03/14/12 23:06
03/14/12 23:06
Joined: Jan 2012
Posts: 55
K
kmega99 Offline OP
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kmega99  Offline OP
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K

Joined: Jan 2012
Posts: 55
Wip Earth Alliance Super Dreadnought Warship


I have a few questions. Please answer. smile

1. I would like to light up key parts of the ship.
What is the best way to have light following a model to illuminate it in space?

2. Having a little trouble with camera rotate code.
What would be a good short lite-c code to use to rotate around a model in space?

3. I notice that when I zoom out a large distance from the ships the image quality drops quite a bit. frown
Was wondering what is the best way to maintain graphics quality while zoomed out a great distance?
Thanks tired

Re: Building the next best space game. [Re: kmega99] #397148
03/15/12 11:55
03/15/12 11:55
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
2) in aum100 there is a tutorial called isometric tutorial. the only useful part of it is camera rotation, since it uses a hidden model to which the camera is aimed continuously. not ready to use so should be transformed for your case...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Building the next best space game. [Re: sivan] #397157
03/15/12 19:25
03/15/12 19:25
Joined: Jul 2007
Posts: 424
EUROPE
maslone1 Offline
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maslone1  Offline
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Joined: Jul 2007
Posts: 424
EUROPE
I am also creating a spacegame since 2007. And i am far away from a finished game. Creating 2d and 3d objects are easy. Creating sounds and music if you have talent is also possible. But the realy big problem is to script a great big spacegame that makes fun. I wish you good luck with your project. :-)


A8c, Blender, FlStudio, Unity3d
Re: Building the next best space game. [Re: kmega99] #397158
03/15/12 19:29
03/15/12 19:29
Joined: Feb 2010
Posts: 886
Random Offline
User
Random  Offline
User

Joined: Feb 2010
Posts: 886
1.
Thats easy:
Attach at the places were you want light, an invisible (also passable), little model per "vec_for_vertex" or "vec_for_bone" (I dont know if you model has bones) and let that light (like, set(my,LIGHT); ...
Notice: "vec_for_vertex"/"vec_for_bone" should be in your case in a while loop.

2.
Try this one out; there could be some syntax errors because of typing (I almost broke my arm today -_- ):

Code:
action your_Warship()
{
	... //whatever your settings are.
	
	vec_set(camera.x,my.x);
	//set camera

	VECTOR temp;
	while(1)// or while whatever :D
	{
		vec_set(camera.x,vector(my.x - 500,my.y,my.z));
		// set with "my.x - ?" your wished distance.
		
		vec_set(temp,Warship.x); 
		vec_sub(temp,camera.x);
		vec_to_angle(camera.pan,temp); 		
		//the camera looks at ship 
		
		camra.y -= 2 * timestep;
		//the camera moves left and because the camera is looking towards the Warship, the camera will rotate around the Warship.
		
		wait(1);
	}
}



3. T
ry to change video_results and clipping length.
Otherwise, I don`t know if you ship as an spezial fx (material).

Last edited by Random; 03/15/12 19:34.


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