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Re: What are you working on? [Re: Germanunkol] #396175
03/03/12 17:04
03/03/12 17:04
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Joined: Oct 2004
Posts: 4,134
Netherlands
Looks good MasterQ32, and what Germanunkol says laugh.


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Room: #3dgs
Re: What are you working on? [Re: Germanunkol] #396178
03/03/12 17:44
03/03/12 17:44
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
atm i'm merging the models in runtime, i do not save them to a file
merging contains vertices, faces, 1 skin per model and no animation
but maybe i can add multiple skin support, but i don't know how...


Visit my site: www.masterq32.de
Re: What are you working on? [Re: Rondidon] #396190
03/03/12 20:26
03/03/12 20:26
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
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darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
@"MasterQ32": AWESOME.. been looking to hear about something like that for QUITE some time ...

Re: What are you working on? [Re: darkinferno] #396213
03/04/12 08:59
03/04/12 08:59
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
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txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
a random hexagonal grid based terrain generator



http://www.youtube.com/watch?v=qTP4LpfGR4g

Salud!

Last edited by txesmi; 03/04/12 10:16. Reason: missing slash bar on the video link xP
Re: What are you working on? [Re: txesmi] #396216
03/04/12 09:41
03/04/12 09:41
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
Wrong link mate, but I've found it. Nice work btw!


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Re: What are you working on? [Re: 3run] #396218
03/04/12 09:55
03/04/12 09:55
Joined: Jun 2006
Posts: 2,640
Earth
Germanunkol Offline
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Germanunkol  Offline
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Joined: Jun 2006
Posts: 2,640
Earth
Correct link for txemis terrain creation tool: http://www.youtube.com/watch?v=qTP4LpfGR...mp;feature=plcp

It's looking great, txesmi! What's it for?


~"I never let school interfere with my education"~
-Mark Twain
Re: What are you working on? [Re: Germanunkol] #396221
03/04/12 10:49
03/04/12 10:49
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Originally Posted By: Germanunkol
What's it for?

There is no objetive at all. I always liked to play with randomly generated things as terrains, roads, mazes... I think that random generation it is not properly exploited into games market. It could be a great inclusion for infinite playing to those loved games grin

If someone want to take a closer look, here is a compilation: download



Re: What are you working on? [Re: txesmi] #396246
03/04/12 17:10
03/04/12 17:10
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
@txemsi
looks cool, it could be used e.g. in rts games. I'll check it.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #396247
03/04/12 17:17
03/04/12 17:17
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
@rayp
if I'll be ready with the simplest version of low level pathfinding, it definitely will be immediately integrated with unit movements, because it is essential to see bugs. when it works more or less, I'll make a video.


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #396266
03/05/12 03:56
03/05/12 03:56
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Rewrote my dynamic lighting system (not the mostly model based 2D lighting from my side-scroller, but the one I've posted in this thread a while back) that now supports multiple lights and IMO looks much nicer. There is still no additional rendering involved despite the camera view and no postprocessing, it's an object shader (PS 3.0) applied to WED level geometry. It continues to use line segments (simply defined by two points) to perform the shadow calculations, so the shadow for a cylindrical column can be realized with one line (that is updated per frame), a rectangular pillar (see screenshot) with two line segments (thanks to Hummel's Twilight Box for the idea of using two lines diagonally).



The ground has a simple dynamic texture shadow system that illuminates the tiles in respect to a heightmap and the light(s) and draws basic shadows (don't know if you can call that bumpmapping or something like that, I don't have experience with that stuff).
I can upload a demo/ video if you want.

EDIT: Video: http://www.youtube.com/watch?v=hVQcug0dQ3g

Last edited by Superku; 03/05/12 21:56.

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