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Scott Richmond

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Posts posted by Scott Richmond

  1. You also need to look at how you're applying those textures. For example, you must have the lines running along the contours of all of your models so you don't loose detail.

  2. Constructive Critizism:

    1. Your textures are intentionally basic, so I would pay much more attention to the detail of them. The lines should be sharp and fitting. This kind of style can be completely ruined by stretched and/or skued textures.

    2. See if you can implement the glow shader with the textures to add a subtle glow from each line (Read: Tweak it to be very sutble!).

  3. Hi guys,

     

    Currently working on a project that focuses around a 3D isometric grid-based environment whereby one mines out rock to build a city/base (Think Dungeon Keeper 2). I want to modernise things a bit and move away from the age old replace block with destroyed and animated dust and rubble approach. I'm trying to perform some research into the topic and what methods are out there to build upon. So far I've had little success, especially in regards to the Newton engine. I've seen the dynamic slicing of models to induce dynamic destruction, but I'm not convinced that is the best way to go yet.

    I'll definitely keep looking and I've got a few ideas I'd like to prototype, but I'm also looking for any resources or ideas that any of you could impart to speed up the process.

     

    Thank you.

  4. Its interesting to note that John Carmacks' new game RAGE imploys the same methodology of using oct-tree searches and indexing to allow for unlimited detail in textures.

     

    I have no doubt what we're seeing is real and effective, but I think there is a LOOONG way to go yet. No one has even begun thinking about how animation, physics, and storage costs for all that data is going to play out. I don't think we'll see anything but abstract demo's for a few years yet before a complete engine gets up and running.

  5. Thanks for taking the time to check this out Lumooja. FYI - The lighting works fine in-editor.

     

    Model {
    path="light_directional.gmf"
    position=0.000000000,1.00000000,0.000000000
    rotation=45.0000000,34.9999924,3.12794646e-006
    scale=1.00000000,1.00000000,0.999999940
    id=211208536
    "aligntoground"="0"
    "class"="Model"
    "collisiontype"="0"
    "damping"="0.000000000,0.000000000"
    "friction"="0.000000000,0.000000000"
    "gravity"="0"
    "intensity"="1.0000000000000000"
    "linearoffset"="0.310000002,0.400000006,0.699999988"
    "mass"="0.00000000000000000"
    "name"="light_directional_1"
    "order"="0"
    "range"="500.00000000000000"
    "reloadafterscript"="1"
    "resolution"="2"
    "shadowdistance"="6.00000000,20.0000000,100.000000"
    }

  6. Ok, well I've set that up now for use in LEO/Framework:

    	lua.Create();
    int luaSize = lua.GetTop();
    lua.PushObject(framework);
    lua.SetGlobal("fw");
    if( luaSize - lua.GetTop() )
    	lua.Pop( lua.GetTop() - luaSize );

     

    Still no luck. Incidently the windwill no longer animates or emits sound anymore. There has got to be something much more simple wrong here. Ideas?

  7. All I'm pointing out there is that people really seem to like the little sudo-chat window on the home page - Except thats the status update function. Its the wrong use. *shrugs* I jsut thought it'd be a better way to communicate between each other.

     

    For example - Remove the recent status updates window and see if you can replace it with a live log of the chat and present a button for people to push - "Join chat".

  8. I'm a bit annoyed at myself for not being able to work this out, but why is it that the code pasted below will not give me lighting (other than ambient) and shadows?

    Note: The testMap I am loading works fine in the editor.

     

    Game::Game() {
    
    /***********************************************************************
    ENGINE INITIALIZATION
    ***********************************************************************/
    //setGameState(GAMESTATE_INITIALIZING); // NOT IN USE YET
    scroll_speed = 0.5;
    
    engine.Create("HiveMind Keeper v0.01", 800, 600, 0, 60);
    engine.SetAbstractPath("./Data");
    engine.SetFilters(4, 1);
    engine.SetShadowQuality(DEEPSHADOW);
    world.Create();
    framework.Create();
    layer = framework.GetLayer(0);
    
    framework.GetRenderer().SetAntialias(1);
    framework.GetRenderer().SetBloom(1);
    framework.GetRenderer().SetGodRays(1);
    framework.GetRenderer().SetHDR(1);
    framework.GetRenderer().SetSSAO(1);
    framework.SetStats(2);
    
    // Must do this to allow LUA to access them.
    SetGlobalObject ("fw",					framework);
    SetGlobalObject ("world_main",			framework.main.GetWorld());
    SetGlobalObject ("world_transparency",	framework.transparency.GetWorld());
    SetGlobalObject ("world_background",	framework.background.GetWorld());
    SetGlobalObject ("camera_main",			framework.main.GetCamera());
    SetGlobalObject ("camera_transparency", framework.transparency.GetCamera());
    SetGlobalObject ("camera_background",	framework.background.GetCamera());
    
    level.buildMap(); // Load test map. 
    lastSelectedEntity = level.playerPivot; // Need to init this otherwise we'll crash.
    
    camrotation=Vec3(0);
    mx=0;
    my=0;
    
    /***********************************************************************
    GAME LOOP
    ***********************************************************************/
    while( !engine.IsTerminated() )
    {
    	if( !engine.IsSuspended() )				// Don't do anything if we are not in focus.
    	{
    		framework.Update();
    		framework.Render();
    		engine.Flip(1);
    
    		updateInput();						// Check for input and act accordingly.
    	}
    }
    
    /***********************************************************************
    CLEAN UP
    ***********************************************************************/
    engine.Free();
    }

     

    BuildMap Function:

    void Level::buildMap() {
    LoadScene("abstract::TestMap.sbx");
    
    //Actor testGuy(PAWN, Vec3(4, 1, 0), 100);
    
    playerPivot.Create();
    playerCamera.Create();
    playerCamera.SetParent( playerPivot );
    
    setCameraType(1);
    }

  9. The 'Recent Status Updates' window on the homepage of the forum is currently being used to chat to one another. I don't think everyone realises that they're actually changing the status summary of their avatar.

     

    Point is, looks like a real-time chat function could be useful and might server the community better than this sudo-chat window is right now.

  10. Why would I want to change the design? What's wrong with this approach?

    You tell me hah. I was just commenting on this:

    The whole "framework" thing has been kind of a mess. It works the way it is now, and I am not going to change it, but that's one little detail I feel like the design of could have been better.

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