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Qbound

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Posts posted by Qbound

  1. i will go the way like diablo 2 did. so no list but slots with different sizes.

    In the beginning i use lists because they are easier to handle from the coding point of view.

    the DB and all items are prepared for the D2 way.

    For merchants and so on i will use lists.

     

    cu

    Oliver

  2. Hi,

     

    sometimes.... I just installed the new Version from UU3D 320. Than i copied the converters into my plugin folder.

    every converter was ok but guess which one not!

    and not that this was enough... i thought i could go to the www.unwrap3d.com site and redownload the current version. but the side is now down.

    so does anybody has this converter in place? if so please upload it here or better to the download section of the board :)

     

    hopefully it will work. the old one was only for UU3D 317 and worked under 318.

     

    cu

    Oliver

  3. Hi,

     

    I think you are more looking for a factroy pattern...

     

    i would do something like this:

     

    First define a virtual class called Service.

     

    class CService
    {
    public:
    float m_fMyVar;
    UINT8 m_uiMyType;
    public:
    CService();
    virtual ~CService();
    UINT8 GetType(){return m_uiType;};
    virtual void Setup() = 0;
    virtual void Execute() = 0;
    virtual void Shutdown() = 0;
    };
    typedef CService*    LPSERVICE;

    This is your pure virutal BaseService class. Now you can use it as the base for all the service youll provide.

    Just do the following.

     

     class CMyNewService : public CService
    {
    public:
    CMyNewSerrvice();
    ~CMyNewService();
    void Setup(){ m_fMyVar = 42; uiMyType = 1; };
    void Execute(){ m_fMyVar++; };
    void Shutdown(){ m_fMyVar = 0; };
    };
    typedef CMyNewSerrvice*    LPMYNEWSERVICE;

     

    Then you have to create a factory or a managerclass.

    class CServiceProvider{
    protected:
    map<UINT8, LPCSERVICE> m_mapService;
    public:
    CServiceProvider();
    ~CServiceProvider();
    void Register( LPCSERVICE _pService ){ m_mapService[ _pService->GetType() ] = _pService; };
    LPCSERVICE Get( UINT8 _uiService ){ return m_mapService[ _uiService ]; };
    };

     

    The usage looks like this

     

     LPMYNEWSERVICE m_pService = new CMyNewService();
    m_pService->Setup();
    CServiceProvider  cServiceProvider;
    cServiceProvider.Register( m_pService );
    LPSERVICE m_pCOMMON_SERVICE = cServiceProvider.Get( 1 );

     

    Hopefully i understood you right!?

     

    this is right from brain to forum so no testing ;)

     

    cu

    Oliver

  4. always when i convert it directly into gmf. i loose all the animations in the model. The filesize drops down to the raw mesh size plus 1 pose.

    Using the workaround gives you all the animations. I tested it with 10 models and always the same. All programversions uptodate.

     

    cu

    Oliver

  5. I have converted the Wizard, as you can see on the screenshots :)

    What are the problems you ran into?

     

    My Process was:

     

    1. Convert and scale it in UU3D into FBX

    2. Ran FBX2GMF

    3. Convert the textures (reduce size and setup the material)

     

    have some minor triangleface problem but as on my screens they are from the distance unnoticeable.

     

    cu

    Oliver

  6. At the moment i did not use it. But may be later ill use it to get some fancy screens and a good looking game. I think framewerk is the easiest way to get good looking results, but making a game is a little bit more then postprocessing ;)

     

    cu

    Oliver

  7. Hi Werker's,

     

    if you want to take screenshots you can use the SaveBuffer() function on the Backbuffer(), thats an easy way.

     

    But what about the naming?

     

    My Game NightFist is slowly growing and i want to document my progress with screenshots.

    Therefore i took a few minutes to find an easy solution to create good names.

     

    Here is my way

    #include <time.h>
    #include <string>

     

    // Take Screenshot?
    if( KeyHit( KEY_F12 ) )
    {
    //
    // Create the name and save it (using the format 'NightFist_2009_12_06-13_59_42.jpg'
    //
    
    // Variablen init
    time_t	mTime = time( NULL );												// Time
    tm	*mDate = localtime( &mTime );											// DateTime Structure
    char	cBuf[40];													// copy Buffer
    
    // Now Create the TimeStamp for the file
    sprintf( cBuf, "%4d_%2d_%2d-%2d_%2d_%2d", mDate->tm_year + 1900, mDate->tm_mon + 1, mDate->tm_mday, mDate->tm_hour, mDate->tm_min, mDate->tm_sec );
    
    // Start with the Prefix
    std::string strName = "NightFist_";
    
    // Then the Timestamp
    strName += cBuf;
    
    // and the ending
    strName += ".jpg";
    
    // Save Buffer
    SaveBuffer( BackBuffer(), (str)strName.c_str(), 85 );
    }
    

     

    have fun and let us see your screenshots :)

     

    cu

    Oliver

    • Upvote 1
  8. Great :)

    i really like you models. one suggestion please let us know how we can download them. Will they be included in the current download packs or do you establish a seperate download link?

     

    Maybe we can make a list of packs here and who has the conversion or is willing to convert it. so that the work is only done once?

     

    DEXSOFT PACK LIST
    ========================================================
    WARRIOR			NoOdle		06.December.2009
    SLUM			NoOdle		06.December.2009
    KNIGHTRESS		NoOdle		06.December.2009
    HOUSES			NoOdle		06.December.2009
    FARM			NoOdle		06.December.2009
    BLACKSMITH		NoOdle		06.December.2009
    CATHEDRAL		NoOdle		06.December.2009
    VILLAGE			NoOdle		06.December.2009

     

    cu

    Oliver

  9. ill go for the c++... later ill use lua ingame for scripting purpose but not for the mainpart.

    Maybe it might be a good question if most people will use lua _for_ the game or lua _in_ the game?

     

    cu

    Oliver

  10. As an extension to the answer from macklebee...

     

    you can create new categories when you create the names like this

     

    terrain_NEWCATEGORY_TEXTURENAME_SUBCATEGORY.DDS

    terrain_NEWCATEGORY_TEXTURENAME_SUBCATEGORYdot3.DDS

     

    when for example there are some cool jungle textures you can use the following:

     

    terrain_jungle_grass.DDS

    terrain_jungle_grassdot3.DDS

     

    Lets say you have not only _normal_ grass you also heavy and lets say burned grass then you can use this

     

    terrain_jungle_grass_heavy.DDS

    terrain_jungle_grass_heavydot3.DDS

     

    terrain_jungle_grass_burned.DDS

    terrain_jungle_grass_burneddot3.DDS

     

    and by the way you can have more subcategories... all separated by the _ (underscore)

     

    cu

    Oliver

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