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NoOdle

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Everything posted by NoOdle

  1. I like that idea ALOT, that is genious!
  2. Thanks for the replies, I tend to agree that throwing items away is kind of lame, it pissed me off in Fallout3. If I do take this approach then I will have to get the balance correct so it is not such of a problem. The trouble is that most RPG's are all about the loot, to me anyway, and I love killing stuff to get some rare items. I will impliment the inv to have different shapes and sizes for each item, because I can then always make them all 1x1 if it doesnt work as well with the game. Thanks again
  3. really nice style you have there!
  4. Oh one other thing, do you like all of your items together? E.g. swords, shields, potions and maps are all in the same grid/bag/list or do you like them split into categories?
  5. I need to finish my inventory code, but before I can do that I need to choose a style and stick with it to save having to start it again later down the line. From experience there are many different types of inventory and not all of them, in my opinion, work very well. I would appreciated it if you could tell me what you find the most fun. 1) Bags - Items have different shapes and sizes, you have to fit them in as best you can 2) Bags - Items have set slots, each item occupies one slot, some tpyes of items can stack. 3) List - Items appear in a list, space is unlimited, Items appear in order of power/strength 4) List - As above except there is a limit to how much you can carry, e.g. Fallout3 Ofc there are more types, but this is to give people and example. If you have any ideas then I would love to hear them. This is also closely linked to how I will store the data for the items and how I will handle equiping of weapons, items and other things. Are there any good approaches to equiping that people have really enjoyed? I need some inspiration. I don't like the WoW method. Gothic 2 worked well but it is quit outdated now, would be nice to have a nex gen approach that is similar. Anyway I'm open to ideas and suggestions! Cheers
  6. Excellent work, looks stunning.
  7. you could also make it so that it counts how many successful picks it achieves, and this could be used to determine how much of an enemy/player is visible.. which in turn could trigger different ai methods, if they only see a bit, the enemy might want to sneak up to investigate before shooting
  8. Yea Void was kind enough to write a version for 2.27 for me... but its not what I meant, in Sin City it is black and white apart from select things that retain their bright powerful colour like red lips.
  9. It would be cool to have selective desaturation, that way you could achieve visuals like in the movies Sin City and The Spirit..
  10. Possibly in another program!
  11. I used a program called Deep Exploration, my university have it on some of their machines
  12. Those skies are awesome, and you have a starry skybox too, thank you so much
  13. Brilliant effort Gordon! I will have a look at these now
  14. cheers, ive already got the shader written, and the fugliest looking starbox ever, mspaint ftl!
  15. Hey guys, there are many programs to create day skyboxes with clouds, but are there any that can also do night ones? I'm in desperate need of a high res star skybox, no moon, no planets, just stars, but there are none anywhere on the net that I could find, and so I'm wondering if there is a program I can buy to make one? Many thanks
  16. OMG I love you!! I'm thought I had tried that but it was depthtest... doh! My clouds are perfect now yay
  17. I've just noticed the texture doesn't have alpha to the edges so I sorted that, but it still hasnt resolved the problem with alpha overlap. I also noticed that there is a problem with the firepit in the editor, with the refractive particles there is also rectangluar overlapping seams... could this be a driver problem? I will try updating my drivers and see if this solves the problem. Does anyone know the most recent stable driver for Nvidia?
  18. As you may have seen, I am working on a cloud system (theres a pic in gallery). In the material file I have set blend=alpha and zsort=1, Im using only the mesh_diffuse shader for now. For testing purposes I have created a quad in code, applied the material and copied it many times. I have also made them always face the camera, which I will eventually make a shader for along with the colouring of each quad. The issue is when these quads overlap as they rotate to face the camera, it creates rectangular seams. Is there any way to reduce/solve this or am I stuck with it? I have done something similar in blitz3d many years ago and I didnt come across this problem so I'm hoping it can be solved.. does anyone have any clever ideas? Here is a worse case scenario picture: http://i46.tinypic.com/1hxt20.png Oh and the texture I'm using is the smoke.dds that is provided with the SDK.
  19. took me a day or two until i found that, i was busy hunting through all the options and ini files n stuff for a clue
  20. The other night I was creating paths and slopes using sculpt, flatten and soften... when it occured to me all you would need is a flatten bush that you can set the angle with, this would allow really quick slopes and ramps to be formed. Any thoughts?
  21. NoOdle

    Viewports

    yeah I was talking about the editor. Really the only view im missing is the top view, whilst the drag and drop is nice, fine tuning the positions is very tricky at the moment with the way the axis selection works, you have to fly around to the correct side and then move it, quite often from a position that doesnt really allow you judge properly. Maybe I'm just being really fussy.
  22. It would be handy to have multiple viewports, like you would in a 3d modelling package, and like it is done in 3D World Studio. You could make it so that only one viewport is visible at a time if it would be easier to impliment. I dont think this would make it any less functional. Positioning and lining up entities from a top view is really handy, but having to fly to the location zoom in, pan etc takes alot of time when you are creating large scenes with lots of entities. It would also help to have the ortho view to get a better representation of the true placements of entities without the perspective distort.
  23. I noticed some normal related problems with the Walls & Towers pack which I am sorting out at the moment, I tried many different programs until finally one of them exported the mesh with no errors. So im still unsure as to wether the error is with the mesh or the conversion. Maybe this program is doing something automatically with the export that others arent? I can see why Dexsoft don't wan't a list made until the official packs have been updated on their site as they may not be satisfied with the conversion and wish for someone else to submit another. In any case, hoping to buy a few more packs soon with my december pay, I seem to be buying them out of habbit now lol
  24. This is how myself and Eternal Crisis did it. Each planet would have its own directional light which you point at the camera or player. You would parent the planets and their lights to the camera or player and then rotate them. Based on either their height distance from sea level (which is what I did) or their angle, you can then fade one light out, and the other one in. Timing is crucial because at the moment 2 directional lights doesnt work, so you have to make the transition one after another. The light colour can also change depending on height or angle, along with fog color. I also changed the skybox colour as well with different values to that of the fog to simulate the difference you get with horizons during sunset and sunrise. I had great amounts of fun writing my day/night, look forward to seeing yours!
  25. you can add village to that list as well, just finished that off
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