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Re: What are you working on? [Re: Ch40zzC0d3r] #427084
08/01/13 21:06
08/01/13 21:06
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
here we go:


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


Re: What are you working on? [Re: rvL_eXile] #427085
08/01/13 21:16
08/01/13 21:16
Joined: Apr 2005
Posts: 274
austria
Ascalon Offline
Member
Ascalon  Offline
Member

Joined: Apr 2005
Posts: 274
austria
@rvL_eXile: that looks realy great ! but i think the interior in the middle doesnt fit to the round fountain, maybe make the outside in a quad-form ?


my webside : www.ascalon.jimdo.de
Re: What are you working on? [Re: Ascalon] #427093
08/02/13 00:17
08/02/13 00:17
Joined: Jan 2002
Posts: 4,225
Germany / Essen
Uhrwerk Offline
Expert
Uhrwerk  Offline
Expert

Joined: Jan 2002
Posts: 4,225
Germany / Essen
@rvL_eXile: The construction is not logic. The huge basin wouldn't be required for that fountain in the middle. The water would silently flow down the pillar. I would imagine something with "more action". ^^


Always learn from history, to be sure you make the same mistakes again...
Re: What are you working on? [Re: Uhrwerk] #427117
08/02/13 12:03
08/02/13 12:03
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Imo a fountain construction don´t need to be "logic".

Proof:



no science involved
Re: What are you working on? [Re: fogman] #427118
08/02/13 12:24
08/02/13 12:24
Joined: Oct 2008
Posts: 341
R
ratz Offline
Senior Member
ratz  Offline
Senior Member
R

Joined: Oct 2008
Posts: 341
pokemon map update ....

Code:
+
+++++wwwwww+g++g+++++++++++++++++++++
+##gggggggggg##gg##gggggggg##ggggg##+
+##gggggggggg##gg##gggggggg##ggggg##+
+###################################+
+++++++++++++++++##++++++++++++++++++
11111111+ggggggg+##+ggggggg+111111111
11111111+ggggggg+##+ggggggg+111111111
11111111+ggggggg+##+ggggggg+111111111
11111111+ggggggg+##+ggggggg+111111111
11111111+++++++++##+++++++++111111111
11111111+gggggggg##gggggggg+111111111
11111111+gggggggg##gggggggg+111111111
11111111+gggggggg##gggggggg+111111111
11111111+ggggggg+##########+111111111
11111111++++++++++++++#####+111111111
11111111+ggggggg+gggggggggg+111111111 
11111111+ggggggg+gggggggggg+111111111
11111111+ggggggg+gggggggggg+111111111
11111111+++++++++gggggggggg+111111111
11111111+ggggggggggg#######+111111111
11111111+ggggggggggg#######+111111111
11111111+ggggggggggg##ggggg+111111111
11111111++++++++++++++ggggg+111111111
11111111+ggggggggggg##ggggg+111111111
11111111+ggggggggggg##ggggg+111111111
11111111+gg###########ggggg+111111111
11111111+gg###########ggggg+111111111
11111111+gg##gggggggggggggg+111111111
11111111+gg##gggggggggggggg+111111111
11111111++g+++g+++++++++++++111111111
11111111+gg################+111111111
11111111+gg################+111111111
11111111+gggggggggggggggg##+111111111
11111111+gggggggggggggggg##+111111111
11111111+++++++++++++gggg+++111111111
11111111+gggggggggggggggg##+111111111
11111111+gggggggggggggggg##+111111111
11111111+##################+111111111
11111111+##################+111111111
11111111++++####++++++++++++111111111
11111111+ggggggggg##ggggggg+111111111
11111111+ggggggggg##ggggggg+111111111
11111111+ggggggggg##ggggggg+111111111
11111111++++++++++gg++++++++111111111
11111111+gggggggg+gg+gggggg+111111111
11111111+gggggggg+gg+gggggg+111111111
11111111+gggggggg+gg+gggggg+111111111
11111111+gggggggg+gg+gggggg+111111111
11111111+gggggggg+gg+gggggg+111111111
11111111++++++++++gg++++++++111111111
11111111+#gggggggggggggggg#+111111111
11111111+#gggggggggggggggg#+111111111
11111111+#gggggggggggggggg#+111111111
11111111+#gggggggggggggggg#+111111111
11111111+#gggggggggggggggg#+111111111
11111111+#gggggggggggggggg#+111111111
11111111+#gggggggggggggggg#+111111111
11111111+#gggggggggggggggg#+111111111
11111111+#gggwwwwggggggggg#+111111111
11111111+####wwwwggggggggg#+111111111
11111111++###wwwwggggggggg#+111111111
11111111+++++wwww+++++++++++111111111
11111111+++++wwww+++++++++++111111111


Re: What are you working on? [Re: ratchet] #427145
08/02/13 19:44
08/02/13 19:44
Joined: Jan 2013
Posts: 106
Only in your imagination!
The_KING Offline
Member
The_KING  Offline
Member

Joined: Jan 2013
Posts: 106
Only in your imagination!
I am working on my first game WAR UNLIMITED:

Here are some screenshots:

* a screenshot from the main menu (I made it with Paint.NET):






* some screenshots from inside the game:















Re: What are you working on? [Re: The_KING] #427258
08/05/13 21:26
08/05/13 21:26
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
more crazyness!

Re: What are you working on? [Re: HeelX] #427266
08/06/13 01:39
08/06/13 01:39
Joined: Mar 2003
Posts: 4,264
Wellington
Nems Offline

.
Nems  Offline

.

Joined: Mar 2003
Posts: 4,264
Wellington
Awesome HeelX, psychedelic but somehow balanced.

Re: What are you working on? [Re: Nems] #427274
08/06/13 08:35
08/06/13 08:35
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
Expert
sivan  Offline
Expert

Joined: Mar 2011
Posts: 3,150
Budapest
a water editor (wip):


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #427277
08/06/13 09:53
08/06/13 09:53
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
Well knowing that I might bore you but some new screenshots of the final street generator.

So far there are 2 algorithms to generate a road network. One based on voronoi, one based on a simple rectangle generator. You can easily generate your own streets just throwing in some lines in a list.

Example:
Code:
List *points = roadnetwork_from_voronoi(50, -1000, -1000, 1000, 1000);
List *intersections = roadnetwork_calculate(points);	
// Delete intersections which are too near to each other (optional)
roadnetwork_join_near_intersections(intersections, 100);
roadnetwork_build(intersections);







Next step: Generate normal and specular maps, apply some simple shaders and let streets react on weather effects (rain, sun, fog).

EDIT: Quickly added a parameter to randomly delete streets out of the rectangular algorithm.


Last edited by PadMalcom; 08/06/13 10:18.
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