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Naughty Alien

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Posts posted by Naughty Alien

  1. ..i see no benefit for community to have multilingual sections..its slicing down ability to effectively exchange ideas, help, code and cutting down one monolith community in to bunch of smaller, unnecessary communities within..if you going to write code, used by same engine we all use, and understand, whats the point to slicing everything down to small bits?? Nobody here going to write a novel, no? And just to clarify, I have no problem with german, but i just cant see any good out of such sectioning..

    • Upvote 1
  2. .. naeembabakheil

    I think you really dont want to create terrain in LE Editor, just for sake of using it in another 3D real time solution/engine..even, if you somehow manage to get it work, its not going to be same visual appearance, and thats for sure..LE system is great and it works for itself, and it was never designed to be something as a extension for some 3rd party tools..so, if you want some good, and yet cheap terrain creation tool, with ability to bake, blend, export texture/meshes, take a look at FreeWorld3D.. very good tool for such purpose (even possible to use with LE by the way, tested and it works beautifully)..or, one of the best terrain editor i have had experience and its really beauty, also, usable with LE, is EarthScluptor (i have created some plug ins for LE in their SDK and its working very nice)..here are links for both..I hope this helps..

     

    http://freeworld3d.org/

    http://www.earthsculptor.com/

  3. ..actually i was thinking to have some engraving (like from stone age, on caves sides) , with some glow showing building up beams..that should emit some light, but torch itself I didnt think about because this place is about to be dark without beams, and abandoned ages ago...i will see..

    • Upvote 1
  4. ..thank you guys for kind comments..

    @Cocopino

    Yes, thats my game web site..so i have seriously bite in to game so im going to finish..no step back is an option.. ;)

     

    @Josh

    I have had that in first version of level, but somehow doesnt add much, so instead im using God rays and they do job incredibly nice, at places where camera is in proper position..i may try again later after tuning up a bit more inner engravings in cave..

     

    @Kevin

    On this level, you are suppose to travel over skybridge portal, but its disabled, so, you have to jump trough right hole on surface and drop in to one of cave bridges and then find 5 beam generators and fire them in correct sequence, while each beam is time limited, so if you trigger beam 1 and then you looking for beam 2 but couldnt find proper one in 2 minutes, beam 1 will shut down too so you have to go back to it and turn it on again(HUD on left side of screen are actually timers/indicators of state for each accessed generator, there are more icons in to them, but on picture is shown only how it look like when all of them are trigerred, and all of them blinking), and so on, accessibility to next beam is limited by time, last triggered beam is on..after last one is triggered, main character entering some white no space zone and apear at surface on rock portal where some magic makes her float , and thats moment she receive graviton power what will finally be used to turn on skybridge, leading to next level (Frozen Throne)..maybe small changes will be here/there, but thats it..

     

    @Flexman

    It is billboard mesh (im using my own, not one provided with engine), painted with animated texture, loaded in to transparency world, with fullbright..

  5. ..hi guys..im wondering what bitmap font solution you use in your work..as for me, im using Quads textured with bitmap font texture , in such way that im reading specific UV on texture related to character and paint that on to Quad created with proper size for given UV-ed font. so its all fine and nice..however, i have experience some problems..my fonts disappear when i enable HDR and i think it has something to do GL blend modes i am using..anyway, I would like to know, what solutions you use with no such issues (tested over framewerk too)..

  6. ..hi guys..thank you for kind responses...textured version for all retouched dragons will be after i finish remaining 2 characters...ill update each with previousl look screen, current one with no textures and final one with textures within LE environment..

  7. ..here is another character under rework i have just finished...minor things left to do is horns, and some more details on wings, so that will be all, apart of texture paint..this is one of 3 bad guys exposed in demo..nasty one for sure..i hope you like it..

     

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    • Upvote 1
  8. ...as i was mentioned here, i would like to clarify few things, just to avoid any misunderstanding ..

     

    1) I am not porting LE in its natural form on to any console, however, my LE code is translated trough translator module, in to Phyre equivalent ready to compile on PS3..

     

    2) I havent done such translator for Xbox 360, i have just recently(last week) received approval from M$, so now i will purchase Xbox360 debug console, and see how it goes..

     

    I'm thinking MS and Sony just saw his game and said, sure you can develop that on our system.

     

    ..well..it was not exactly like that Rick..there were better looking games than mine, bumping on to same folks, but they didnt make it..so its not just about simply, they 'saw' game and just decided to go..i have spent 3 years catching folks around every single GDC except last one, and keep bumping up on to these folks, asking for meetings and what not..major reason, I do believe things moved,is persistence and of course, showing to them reasonably good quality, not best stuff but acceptable..few folks i know, had better graphics and better looking demos at that time, but they disappeared after some time..heck, i was so stubborn and keep coming until i turn to be accepted..sort of..also, there use to be some folks from Quantic Dream, i know from my private life, who use to point me in to right people, just to give a shot.. its way more complex to penetrate such environment for no name developer such as myself, then just 'they saw his game and show goes'...anyway, thats how things went for me..

  9. ..list of libraries i have post at start of this thread is based on something I have done already, or planing to do...so i was thinking to maybe cut off small pieces of system i have and eventually make available for some purchase as a small libs...price is really not important to me, its just symbolic way that its worth 'something', but i have no delusions of any kind to make any money out of it, so, its going to be in range 5-10 bucks max. I dont know..it was just hypothetical as i have mentioned before..sure, library from everyone else is more than welcome, and me myself, willing to pay for some nice and usable stuff...why not..so, in that light and since some folks asking about those libs, Ill just say in what shape is current stuff i have..

     

    -Path finding library(including formations,hidding behind geometry, avoiding collisions)

    Its Djikstra based with modification, or better say, added controllable heuristics, so its really handy and fast, and way more flexible than a*. Its also creating nearest path to location where you are 'invisible' for specified entity. It can also avoid collision if few entities using same node at given moment(if no other nodes are available). It has also self update related to dynamic obstacles (eg. landslide happen so given path is not walkable). Right now, rewriting whole thing with OpenCL, in order to entirely execute it on GPU, means brutally fast. Basic formations supported , so, specific number of entities just need to be specified under same group and each will receive its own route aligned to other members.

     

    -NPC Behaviour library

    This is basic behaviour lib. So, behaviour list is:

    -Idle

    -Run

    -Walk

    -Talk

    -Observe

    -Follow

    -Lead

    -Angry

    -Hide

    -Sleep

    -Ignore

    -Attack

    -Relax

    -Friends

    -Enemy

    -Drifter

    -Suspicious

     

    Each of this behaviour is controlled by TBrain lib, and its allowing npc to do things on the way you 'describe' world or available things in world NPC can do. Each character has its own signature and it can be Friend, Enemy etc..and those flags determining how NPC behave against some other character or NPC.In short, by defining those flags over NPC, you can determine way NPC behave. It was quite funny to watch situation where i put 2 npc's next to each other with both friend listed, and then manually switch to an enemy.. :) one actually ran away, what surprised me (output of Observe class), because i thought it was a bug :).

     

    -Camera control library(FPS, 3rd perspective, top down..pretty much everything exist with geometry avoiding and loads other stuff)

    Its actually just a camera system, and it does care about camera motion, smoothnes, geometry avoidance on very nice and smooth way(controlable) and automatic switching between cut scenes and gameplay events with no intervention, camera shaking upon 'earthquakes' or hit received, fading in, fading out (with blank colors or splash screen of your choice).

     

    -Facial animation/expressions library

    This is nice lib, but as Rick said, many games does quite well without this and he is right. This module should make some use for games based on dialogues and storyline (like DreamFall)..basically, it will animate facial bones of character, based on provided audio file(voiceover) and based on emotion you want at given time

    eg. MyCharacter.emotions.smile(intensity,time,length) so character will move facial bone structure in order to form smile expression. In order to do that, face has to be rigged properly, and based on specific rules, if you want good results. Nothing hard but it does require some attention. It will be WAY easier if we can have morphing targets supported. ehh :)

     

    -LE-PS3 Translator library

    This is actually WIP. What i did is nothing special. I just have library with all features of LE recognized and 'mirrored' on Phyre side. So output is actually source code ready to compile for PS3, and code is using Phyre engine as a rendering device on Playstation 3. I have finished GUI entirely, and rendering part and it does working just just fine. Im right now at animation (stuck a bit because Phyre does it on different way than LE and Phyre uses few cores of cell to perform some stuff, so its about to manage those things properly..im on it anyway :)

     

     

    -LE-Xbox360 Translator Library

    This is same as previous one, except i havent touch it yet since i dont have Xbox 360 dev license (soon ill get it), so this is plan a bit. Not started.

     

    -cut scene manager system(interactive/non interactive)

    This is nice thingy. Basically, this is system with entire control over your cut scene animations(real time, not video), syncing audio with animation regardless FPS rate, loading, executing multiple outputs/choices(if any) in your cut scenes (in case you have interaction within cut scenes, like those seen in Turok or Heavy Rain).

     

    so, thats some part of things I have done..some of them i may not use in my game, because of its nature (most part of pathfinding lib will not be used), but its okay because it does use in stuff im planing to do in next game anyway..so, this is short description of my stuff..if you have anything guys, maybe you should share also so, who knows, we all maybe end up with something kool here..why not..

    • Upvote 1
  10. ..just hypothetical question..lets say, if you are able to buy ready to use libraries, ready to use/plug in to LE, do you mind to score down in your posts, what would be that library from provided list, and eventually, if there is some other need of yours, with higher priority then one listed, just name it and shortly describe what it does...thanks guys ;)

     

    So here list go:

    -Path finding library(including formations,hidding behind geometry, avoiding collisions)

    -NPC Behaviour library

    -Shader pack

    -Camera control library(FPS, 3rd perspective, top down..pretty much everything exist with geometry avoiding and loads other stuff)

    -Facial animation/expressions library

    -LE-PS3 Translator library

    -LE-Xbox360 Translator Library

    -cut scene manager system(interactive/non interactive)

    -..here fit anything of your needs..

     

    Im just wondering what would be response (response can be also,'I dont need that junk , i can make it my own' :) ) .. so feel free and eventually add something you think its useful for ya :) thanks guys

  11. ..i dont know have you succeeded, and guys previously already did proper explanation, so ill just post some code, how it should look like..so..material file should be as it was already exposed :

    texture0="abstract::cagebulb.dds"
    texture2="abstract::cagebulb.dds"
    castshadows=0
    collisiontype=0
    color=1.0,0.9,0.6,1.0
    shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_glow.frag"
    

     

    and then, here is example with use if framewerk so it will be very easy to set up and try..

     

    SuperStrict
    
    Framework leadwerks.framewerk
    RegisterAbstractPath(AppDir)
    
    Graphics(800, 600)
    LogStreamEnabled = False'AppLogMode equivalent
    Local fw:TFramewerk
    
    fw = TFramewerk.Create()
    If Not fw RuntimeError "Failed to initialize engine."
    fw.renderer.SetBloom(True)'here your cagebulb glow will be turned on/off
    fw.renderer.setHDR(True)'here your glow effect can be more exposed if HDR is enabled (only SM4 cards)..glow will work just fine without it, but less intense..
    
    'load a scene
    LoadMesh("abstract::myScene.gmf")
    
    'just set up your camera to face glowsphere so you can see it
    MoveEntity(fw.main.camera,vec3(0,3,-3)
    
    Local glowSphere:TMesh = createsphere() ;moveentity (glowsphere, vec3(0, 3, 0))
    Local glowMaterial:TMaterial = LoadMaterial("abstract::cagebulb.mat")
    PaintEntity(glowSphere, glowMaterial)
    
    
    Repeat
    
    
     fw.Update()
     fw.Render()
    
     Flip(0)
    Until KeyHit(KEY_ESCAPE)
    End
    
    

     

    ..and that should be pretty much all...i hope it helps..

  12. ..hi guys..thank you for kind wish, i appreciate that .. time will tell very soon, am I successful or not..as for an engine..rendering solution used is LE of course..and LE will remain as a final rendering solution for this game on PC..for future, i dont know, since its depending on direction Josh will take actually, but most probably its going to be Phyre since im alsmost finished with wrapping it for Bmax(PC), however my 2nd game, almost finished regarding drawing and script wise, is also going to be rigged with LE (point and click adventure) but about that later :lol:

  13. ..hi Pixel Perfect..

     

    ..i have actually quite a lot of things to show, however, im obliged with NDA that i cant show anything before consulting publisher, that including screens..publisher wise..huh..it was a long path for me..i have had few GDC behind , meet people, talk, show this or that..it was hard when i started because i had nothing to show but some drawings, no proper business plan, nothing..so i was sort of a 'joke' for people i have had met..but its okay..to make it short, I have been 'noticed' after my work was in progress at some stage, and it was during time i have used my Horde3D wrapper for Bmax..main problem was fact that 'big guns' doesnt pay much attention when you are small and no name..only if you persist and keep pooping up on those GDC's and getting contacts, things start moving..unless you have some really hot stuff in hands, already done..i dont know..maybe my path was wrong, but that how it went with me..

  14. hey Omid..thank you for kind comments ;) well..lipsync system is basically used to control and keep character voice in sync with animation and provided sound and animated accordingly, regardless of frame rate (very important for voice use in games!)..so, animator doesnt have to animate mouth and there is few predetermined facial expressions i have included based on my game needs, what module can automatically set inside cut scenes (ill capture some cut scenes and show how it works, hopefully)..there are specific rules to follow during facial rigging of character(using bones for facial animation), and because of bones nature, it has some limitations, but in most of cases, works very very well..as i have requested many times..I wish LE has morphing targets support..with that, will be possible to do incredible things, automatic facial animation wise..but im happy what is it right now..it can be improoved more, but its ok..maybe later...:)

  15. ..after submitting closed demo to publisher, i was asked to do some changes over few things exposed in demo...good thing is that corrections to be made, are something i was expecting, and nothing more than my expectation, so i guess its good..anyway, almost all of them use to be related to character look /4 in total/ ( i admit, some of characters are ugly, but since i never had enough time, and there were plenty of characters, so i simply didnt do it at that time, and i havent had necessary tools 2 years back)..anyway, here is my 'touch up' over first out of 4 characters necessary to 'fix'..this time i brought it up on to entirely different level...I was also very happy to see big interest about my lipsync module since it really does work very well, so i cant wait to rig back just finished Corona, one of main figures in game..I hope you like her..shes hot now :)

     

     

    korona1s.jpg

     

    korona2s.jpg

     

    korona3s.jpg

     

    korona4s.jpg

     

    korona5s.jpg

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