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Re: What are you working on?
[Re: MasterQ32]
#392441
01/22/12 18:20
01/22/12 18:20
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Joined: Jul 2004
Posts: 4,206 Innsbruck, Austria
sPlKe
Expert
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Expert
Joined: Jul 2004
Posts: 4,206
Innsbruck, Austria
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Minecraft2WMB-Converter: I know i'm doing very much stuff with minecraft, but i simply like the games style and also the really great dynamic map generation. So i thought i could some stuff with GS on Minecraft generated maps: Only Problem: Total compile time of this map was about 3 hours Lol I am already compiling a map for my game for 4 days! It will compile for another two before it is done. And in the end, you check the level and wonder why (the secret are the detail blocks) it took so long...
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Re: What are you working on?
[Re: sPlKe]
#392443
01/22/12 18:47
01/22/12 18:47
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Joined: Sep 2009
Posts: 496
Progger
Senior Member
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Senior Member
Joined: Sep 2009
Posts: 496
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@MasterQ32 will you make the source code public ? i was always interested in how to make voxels in gamestudio great work WFG Progger
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Re: What are you working on?
[Re: Damocles_]
#392444
01/22/12 18:57
01/22/12 18:57
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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@MasterQ32: Very, very nice - I like your project. Did you remove invisible cubes? If I were you I would try to join cube surfaces that have the same texture and have the same surface normal. E.g. if you 3x3 cubes on the same z-level with same texture, you could make one cube.
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Re: What are you working on?
[Re: MasterQ32]
#392550
01/24/12 09:04
01/24/12 09:04
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
Joined: Oct 2005
Posts: 4,771
Bay City, MI
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Rigging and animating is such a pain in the ass. Does anyone CHOOSE to be strictly an animator? To me its just tedious. Anyways, this is the first time i took the time to create automatic controls for the rig and took time to really paint weights in nice for one of my own models. (actually i dont create controls usually for client models either, i just do it with the bare rig). I really got this one decked out with pole targets, stretch joints hooked to ik chains... makes it really easy to pose. Im anxious to see him run but all i have is small level testbeds so the run animation looks wierd. I dont feel like making a whole new level just for the model. [/random rant] anyways... BTW, this scene runs at 29 fps on a computer that struggles to play doom 3 at its lowest settings. I was trying to capture as much of the proper shading and sillohettes as I could while using very few polys, this scene is about 7k, obviously most are in the player. I'm also hoping to keep level sizes fairly small to save polygons. my o'rly look:
Last edited by lostclimate; 01/24/12 11:23.
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Re: What are you working on?
[Re: lostclimate]
#392566
01/24/12 13:50
01/24/12 13:50
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Joined: Dec 2008
Posts: 1,660 North America
Redeemer
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,660
North America
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Does anyone CHOOSE to be strictly an animator? Yes, but they tend to work in the film industry.
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Re: What are you working on?
[Re: sivan]
#392577
01/24/12 16:53
01/24/12 16:53
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Joined: Jul 2001
Posts: 6,904
HeelX
Senior Expert
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Senior Expert
Joined: Jul 2001
Posts: 6,904
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Oh look, terrain deformation with fixed normals, fancy colors, saving to .hmp and funny circles: click images to enlarge Whatelse? Procedurally generated sea walls (from map data)!
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