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Re: Oromur Legend : [Re: ratchet] #412277
11/24/12 21:06
11/24/12 21:06
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Learning 3D tiles tips :




In the old system the 3D tiles containing rocks should have a texture of grass at bottom : to match with grass 3D tiles frown

With the new system , the rocks 3D Tiles can be put above any 3D tiles having any texture ( grass, lava etc ... ).
it's lot more adaptable laugh

Last edited by ratchet; 11/24/12 21:10.
Re: Oromur Legend : [Re: ratchet] #412319
11/25/12 18:35
11/25/12 18:35
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Some snapping problems , and center of rotated 3D tiles problems frown


Does anyone know , how on blender to reset the position of the gizmo on some (duplicated/rotated) object to his center ?

To avoid haveng the gizmo far away when selecting the object ?

For the level it's the kind and style i will keep now laugh

Last edited by ratchet; 11/25/12 18:36.
Re: Oromur Legend : [Re: ratchet] #412322
11/25/12 19:02
11/25/12 19:02
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Some progress and adjustments :



it looks squarry , but less than minecraft , and adding varied other 3D tiles and stuff should remove more that impression.


---------------

This is here i feel, i would need a rel 3D tiles editor , just to place the 3D tiles, instead of manipulating under Blender.
Some tool to paint 3D tile !

Last edited by ratchet; 11/25/12 19:37.
Re: Oromur Legend : [Re: ratchet] #412323
11/25/12 19:18
11/25/12 19:18
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
hehe, know this problem... i take the same orgin on all my tiles to get on all tiles the same result, no matter if they rotated or what else...

#Example
Firstly select distinctive places (vertices)


Next, press SHIFT+S and hit "Cursor->Selection"


Leave Edit Mode and click on Center Cursor on the Editing Panel


For your Corner Ties its Important that this Tile has the same measurements like the normal cliff tiles!
For this type of tiles i use a small trick...
Copy an "normal" Tile to the same location as the Corner Tile, keep the normal tile selected, set the cursor to the orgin of it, select the corner tile and set the orgin to "Center Cursor".


Also you could move the tiles in an very comfortable way. Just copy paste some tiles, move the like you want...
Select the "Target"(the tile where another tile will be placed) Tile, Press "SHIFT+S", "Cursor->Selection", delete the Target Tile, select your Tile which will be on the place where the target Tile was, Press "SHIFT+S" and select "Selection->Cursor".
This Method fits really great with my tiles (Normal Straight Corridor / T Cross Tile / Cross Tile / Corner Tile / Jail Tile).


Hope i could help you laugh

regards Sebastian

EDIT:
The most important Part is to set all vertices straight.
Means all my Vertices are set to an round Value like 1.000.
If you take Values like 0.963 your models will not fit nicely together!
Made this Mistake at the beginning and after creating the second tile i was wondering why its not fitting correctly together...
If you do the work exactly in the beginning you dont have to do anything else on the Tiles anymore laugh

Last edited by rvL_eXile; 11/25/12 19:32.

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


Re: Oromur Legend : [Re: rvL_eXile] #412326
11/25/12 19:46
11/25/12 19:46
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Thanks a lot laugh

thanks for the tips, i will re read your post as i encounter problems if needed.
Yes for 3D tiles i keep simple values, for example :
vertex side 0,20,20
vertex other side : 0,-20,-20
etc ....
Even the 3D tiles put above other are put in a hieght that have a simple value like 90 and not 87,557 ... caus SHIFT-S would be useless or lot moer complicated !

----------

if i could i would do some 3D tile editor , comparable to FPS Creator, but lot more optimized with functions like :
- a button like in Blender : Remove doubles (for neighboor vertexs)
- A button to save the whole level as one MDL mesh
I don't know if we can program that easily under 3DGS ?

------------

Some level test :

with some magic towers : very wip texturing.
They are too dark to match to the level colors and birghtness !



In game test, with Polygon collision, it runs fine, i'll test on laptop to see if performance is still here ?


Last edited by ratchet; 11/25/12 20:37.
Re: Oromur Legend : [Re: ratchet] #412332
11/25/12 23:25
11/25/12 23:25
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Posts: 2,488
Using modular 3D pieces and changing some sizes :
This makes the level look less squarry; it will be some level map, houses and trees will be placed in MED.






It feels like imitating terrain with these 3D tiles and pieces.
Sometimes i feel i could instead make a big terrain , and using big cliff rocks instead of putting so much time on 3D tiles ???
I'll see if it's better to switch to terrain as the game progresses.

I can being on making 3D assets, some character and weapons for player now laugh

Last edited by ratchet; 11/25/12 23:32.
Re: Oromur Legend : [Re: ratchet] #412396
11/26/12 21:02
11/26/12 21:02
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
some hero try (the hair was just testing and playing with push brush tool , haire will be suctomizable with attaching models ) :


Re: Oromur Legend : [Re: ratchet] #412469
11/27/12 18:23
11/27/12 18:23
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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lostclimate  Offline
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Posts: 4,771
Bay City, MI
Originally Posted By: ratchet
some hero try (the hair was just testing and playing with push brush tool , haire will be suctomizable with attaching models ) :


looking good, although you might want to zoom in with lazy on and the crease tool and sharpen up some of those lines.

Re: Oromur Legend : [Re: lostclimate] #412471
11/27/12 18:40
11/27/12 18:40
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Posts: 2,488
You can use crease in a first pass, and if you need solid lines, using the pinch tool willl be better (just try it ) !

----------

Details need to be precise when the camera is near, and when it's realistic models.My game will be cartoon abstract !

No normal map on game :
1 ) sculptris to make the 3D model intuitively (no detail sculpt)
2 ) retopology
3) perhaps bake normal map ??
4) paint the character and add all details on texture

-------------

Some examples of what i would want :

(The good looking don't comes from some normal map , but from very good design laugh )



another good example i would like to make as good :



Last edited by ratchet; 11/27/12 18:48.
Re: Oromur Legend : [Re: ratchet] #412489
11/27/12 21:02
11/27/12 21:02
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Posts: 2,488
Before going further some concept i made, but it was too modern for some Zelda :



That's a stage lot indie people avoid, but you gain lot of time when going with precise ideas.
And it's the rule on industry to have concept before going anywhere.

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