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Work in Progress / RPG Engine

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Silvester
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Posted: 6th Mar 2007 07:10
Quote: "anyways im working on another part of the editor, so you can import objects, scale them, rotate them, position them etc. this is done through an application not programmatically"


Good,as world building in coding takes more time then coding the editor and making maps...

Aaron Miller
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Posted: 6th Mar 2007 08:15
At this time, I would like to note this:

You can use any world editor you like to build your worlds for the Inferno Engine. It will require slight modification though.

Our editor, will not.


I plan for our editor to be able to build your entire game through it, without having to type 1 line of code. This means, positioning NPCs, screwing around with Text Boxes, setting the sync rate, linking levels, etc. Of course, how far the editor goes is Kieran's decision.


Cheers,

-db


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Alfa x
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Posted: 6th Mar 2007 10:31
Quote: "anyways im working on another part of the editor, so you can import objects, scale them, rotate them, position them etc. this is done through an application not programmatically"


Thanks, I'm expecting very good quality from your work.
Kieran
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Posted: 7th Mar 2007 09:21 Edited at: 7th Mar 2007 09:43
*wedding music on*
here comes the update!
*wedding music off*

lol jokes. anyways time to show the editor so far
first of all it has a list of hotkeys so far, more will be added. the model that you see in this screenshot was loaded from outside of the application, then it was repositioned over to that point, and made a bit bigger.

here is the screenshot
World Editor - Picture 1
will be put into the first post. "click my sig to go to the first post"

NOTE: this screenshot was taken at sync rate 60

Quote: "Thanks, I'm expecting very good quality from your work."


Only the best we try hard. Lol [sarcasm] im very modest aren't I...[/sarcasm] hehe anyways thanks for the support all will post more soon

Aaron Miller
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Posted: 8th Mar 2007 08:44 Edited at: 8th Mar 2007 08:46
Editor Update!

Highlights
1 Frame rates improved, from the already amazing fps.
2 Only 3 objects are actually in use now.
3 A water object added. ** More effects will be done to this **
4 New, better, and easier control over the 3D mouse.

Screenshot information
I used a T. Ed texture for the terrain. So, this texture wont be included with the actual editor, and is just there to look good. What you are looking at, is the nice, and smooth, brushes system. The only brush used was the "hill" brush (hill.brush). The green lines going in a pattern across the terrain are there because of how the texture was grouped. You shouldnt see that in your exported terrain. Sorry for the fullscreen shot, but, normal window makes everything looks cluttered, to be honest.

Screenshot attatched... Or just click the button below.





Cheers,

-db


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Silvester
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Posted: 8th Mar 2007 16:17
Looking good,this is realy getting better

Aaron Miller
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Posted: 8th Mar 2007 22:47 Edited at: 9th Mar 2007 04:30
If you think a screenshot is good, just wait until a demo is ready.


Thank you.



Cheers,

-db

PS: You know get to select what range of polygons for the terrain you are aiming for. The screenshot in the picture I sent was high-poly I believe. Now, also, by pressing space, you can change the brush type. I will soon send the BMP 2 BRUSH converter so you guys can make your own brushes as well. In addition, I will send the .bmp files to the brushes used.

[edit]
Another screenshot is attatched.
[/edit]


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Aaron Miller
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Posted: 9th Mar 2007 04:29
Sorry for double post, but, I have here a program which can view saves from the terrain editor.

Loading/Saving was just added as well.



Enjoy.


Cheers,

-db

PS: 2 Example saves are included. It runs in windowed mode.


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Kieran
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Posted: 9th Mar 2007 22:22 Edited at: 9th Mar 2007 22:24
Editor Progress

Firstly i would like to say the editor is doing quite well, a list of its functions are on the first page but more will be added

Secondly here are a few screenshots showing what i did to edit a tree

When the object is first loaded

Firstloaded

When the object is brightened (not the ambient light of the whole scene)

AfterBrighten

After the alpha mapping is set on

AfterAlphamap

After the transparency is applied (not much different but makes it look a bit better)

AfterTransparency

After the object is repositioned

AfterReposition

And lastly, after the object is rotated

AfterRotate

Thanks for looking at these pictures, hope you enjoy them and more will be posted soon. Also thankyou all for the positive feedback. Also i would like to say that the terrain editor and world editor will e working together not as different editors, but they can choose to load their own terrains instead. One more thing is that i was mucking around with that tree, i dont see why anyone would rotate it like that

Kieran
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Posted: 10th Mar 2007 12:44 Edited at: 21st Mar 2007 11:36
alot more work been done on the world editor

here are a couple of shots of a scene i made in it
the house is just a 5 second model i was using for testing etc
the terrains will be much better than this one also
and the trees will probably be better

anyways here they are

Screenshot of the scene, pointing in towards the center of the scene


Screenshot, Facing outward of the scene


thanks
-Kieran


RPG Engine Work in progress!
Alfa x
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Posted: 10th Mar 2007 14:03 Edited at: 10th Mar 2007 14:03
It's looking good.
I know you like constructive critisism.
So:

1) include packages like the cartoon models that you are
showing. And some real looking models.

2) Include an option with dinamic sky. For more information check
my post in shadow behind leaves in n'vidia compo.

3) It would be nice to have a dialog's editor.

I have an eye in your work.
keep it up.
Roxas
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Posted: 10th Mar 2007 14:29
Hmm.. Could you point ount how to make that efficnent culling system.. From 60 to 267 thats big numbers you know my culling system increases just by 20 fps



Alfa x
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Posted: 10th Mar 2007 15:02
Yeah, I have the same question.
I can't imagine how you made that.
Do you have any good links to study from?.
Silvester
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Posted: 10th Mar 2007 18:15
Looks good,though your editor could use an interface...

Kieran
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Posted: 10th Mar 2007 23:30 Edited at: 10th Mar 2007 23:50
@Alfa X
1) thanks sounds good, will do
2) yup ill try get around to that at some stage, only just been getting into the sky lately
3) ok but the editor is still under construction and will take a while to get all that in

@Prince of darkness
as i have said to alfa, we are getting there. doesn't come overnight to complete it

@full metal coder roxas and alfa x
as for the culling
DB user 2006+ and I thought it would be best if
We dont release any information on it just yet, however, we may consider it in the future.

also you may think the editor is running slow but its at sync rate 60 not 0

as for the skysphere i give credit to Moondog for helping me, he showed me how to apply the free skyMATTER texture to it so i could use it as a skysphere thanks moondog.

Inverted
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Posted: 11th Mar 2007 06:25
Great Work guys!
Keep up the awesome work! Its come a long way

[center]

Take a look![center]
Kieran
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Posted: 11th Mar 2007 07:52 Edited at: 11th Mar 2007 08:35
thanks inverted Anyways your engine is coming along great too. keep it up.


RPG Engine Work in progress!
Aaron Miller
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Posted: 11th Mar 2007 08:21 Edited at: 11th Mar 2007 10:11
Thank you inverted.

@everyone
The cull system that you all see being used in the program. It is in a plugin I am creating called DAP (DBPro Additions Pack).

This plugin will feature very many commands. Will also be rewritten for DBPro X10.

DAP is being used with the RPG Engine, and the editors as well. That culling system that you saw in the editor.... The one with 50+ FPS with over 2600 objects, thats thanks to this culling system.

DAP will be available with the Inferno Engine, but sold seperately as well.

Cheers,

-db


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Roxas
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Posted: 11th Mar 2007 11:21
Does it cull mesh terrains great? Cuz they are usually some game slowers..



Aaron Miller
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Posted: 11th Mar 2007 12:05
Bigger terrains and objects havent been tested, sorry.

However, if you cut your terrain up into multiple objects, the culling system can make better frame rates, if the terrain is high poly.



Cheers,

-db


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Roxas
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Posted: 11th Mar 2007 13:15
Heh.. Its funny i was just thinking about same thing

Well does this RPG engine cost when its ready? (Really need that DLL then )



Kieran
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Posted: 11th Mar 2007 20:18 Edited at: 11th Mar 2007 20:29
yeah it will be between $20 and $70 most likely, im not sure. Also i think DAP alone without the engine is $50 ao buying the engine is a good deal.

Even though im not part of DAP

also i worked on the editor some more and we have added alot more features to it. for example, object position (you type in a position and the object jumps there), show/hide hotkeys and more i can't remember

one more thing, i may be making a dll in the future, but i'll have to wait untill i learn a bit more c++... hehe


RPG Engine Work in progress!
Silvester
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Posted: 11th Mar 2007 21:56
Thats a reasonable price,though it needs to become better then it is now then.

Balu
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Posted: 11th Mar 2007 23:48
IMHO Your Engine is complete and stabile release. How many months are you making it? I have started to develop my engine at 1st January 2007. I'm using DirectX 9.0c SDK (2004 and 2007 release). My engine completely writen on C++, and yours?

Here is my link But Galery is only in russian mode
http://storm3d_engine.php0h.com

What do you think?
Sorry for my bad english
Moondog
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Posted: 12th Mar 2007 00:55
looking good guys, keep up the good work!

MOONDOG


current projects: Mystic Dream // red // battle room
Aaron Miller
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Posted: 12th Mar 2007 05:36
@Prince of Darkness
The RPG Engine, or DAP? Either way, I agree.

@Balu
Thats very good. However, you shouldnt advertise in other people's threads. I mean that in the best possible way. Please dont take offense by that, as none was intended.


@Moondog
Thank you.


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Kieran
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Posted: 12th Mar 2007 05:55
ooh posts got nothing to say though DB user summed it up quite nicely


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Alfa x
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Posted: 12th Mar 2007 18:07
@ Kieran> Hi i think i have real problems expressing in english.
I reffer to a dialogue editor (conversation editor)
Kieran
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Posted: 12th Mar 2007 19:15
its ok so by this conversation window you mean a window you can put in for online play? if not could you explain yourself better please?


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Roxas
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Posted: 12th Mar 2007 19:56
Aww 50$ is too way much..



Silvester
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Posted: 12th Mar 2007 22:58
Uhm,Realm Crafter is $50 and that runs on friggin DX7!

Aaron Miller
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Posted: 13th Mar 2007 04:15
@Full Metal Coder Roxas
Take into account Realm Crafter's price as well. Now, take into account you get an editor, which I myself would probably use, and has the ability to import your own terrains, instead of using the default one, and position objects, and customize your entire game with it. Then, you can use dbp, to completely customize your games with the plugin. As well, as an extra plugin, DAP, which, alone, will probably sell for about $50. Now take into account, that RPG Engine is also planned to be able to build its own EXEs. Therefor, you can use DBP to build your games, or, for those who dont own dbp, can craft their own EXEs.

@Everyone
Now then, i've been experimenting with ways to make the water look more realistic, find free media for you guys, get NPCs and Enemies working, etc. I'm expecting to have a demo ready soon (I dont know if Kieran is or not).




Cheers,

-db


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Kieran
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Posted: 13th Mar 2007 05:46 Edited at: 13th Mar 2007 05:47
hopefully we will have a demo soon but the demo may not have the editor, depends how things go. anyways me and DB user will talk that over.

Also Full metal coder roxas, were you refering to DAP or the Engine? because either way it is definately worth it.

The RPG Engine has everything that DB user 2006+ mentioned and pre-made media

also DAP comes free with it.

Im not sure about DAP but it will have alot of functions not just the culling, and will sure be worth it. maybe you will believe me once a bit more is done on it and DB user 2006+ starts a thread for it.


RPG Engine Work in progress!
Aaron Miller
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Posted: 13th Mar 2007 09:29 Edited at: 13th Mar 2007 10:23
EDITOR UPDATE

Hello all.

I have updated the terrain editor, which is really just going to become the only editor. It can now position objects, and edit the terrains. You can also toggle between wireframe mode, and textured mode for the terrain now as well.


Attatched is a screenshot. The trees arent bright enough, so i'll make them bright in a second. I just want to get this shot out.



Cheers,

-db



[edit]
There, now all the objects actually look, like they should. The screenshot, however, does not show this.
[/edit]

[edit2]
FORUMS
There is now a forum section, on Tree3D, which is dedicated to the Inferno Engine.

Tree3D is here: http://www.tree3d.co.nr
The Tree3D Forums are here: http://www.tree3d.co.nr/index.php

Enjoy.
[/edit2]


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Alfa x
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Posted: 13th Mar 2007 13:23 Edited at: 13th Mar 2007 13:25
@ Kieran: I reffer to a window where you can put what people (NPC's) are going to say in any time of the game so you can customize theirs dialogs(what they speak). For example:

I have a town, in that town I have 13 people and I want to know in advance what they will say in a fixed moment of the game. So if I have a editor to customize what people is gonna say will improve the performane of game making.

Hope this time I can explain myself.

@ DB user 2006 +: I want also to build my own plug - ins and dll's (but i'm still a beginner in dll's), I checked your website and I want to ask you:

1) Dev C++ is free or open source?
2) Can I use direct X and Open Gl in java?
3) Dev C++ had a bug when saving binary files, is that bug soluted?
Silvester
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Posted: 13th Mar 2007 18:25
Looks good,For the NPC's you should make it with Waypoints and Scripts.(What,that way people can "Craft" theyr own NPC system)

Kieran
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Posted: 13th Mar 2007 19:23
lol ok will do thanks for the suggestions all i'll inform you once we get that far


RPG Engine Work in progress!
Silvester
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Posted: 13th Mar 2007 22:36
Cool,ill be waiting.

*Sits on chair refreshing the page untill reply's on this*

Aaron Miller
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Posted: 13th Mar 2007 23:48
lol.


Dont forget your coffe.


Anyways, its going to be worked on today. I havent had a chance to work on anything yet though, been working on a special surprise for all you guys. (A good surprise, not a bad one, like, a present, of some sort)


I wont give anything else out other than that.




Cheers,

-db

PS: Dont forget to join at Chaos Software, and Tree3D Software: http://www.chaos-software.co.nr, http://www.tree3d.co.nr


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Cian Rice
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Posted: 14th Mar 2007 00:40
Looking good, but those Trees look like 2D planes, which is kind of ironic considering the whole 'Tree3d' thing...

Aaron Miller
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Posted: 14th Mar 2007 03:09
I assume you mean the leaves.


Rather you do, or dont, the trees are going to be replaced by TreeMagik G2/3 trees. And, some plant life plants as well.




Cheers,

-db


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Cian Rice
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Posted: 14th Mar 2007 04:08
Good to hear. But no I meant the tree as a whole.


FOR VICTORY WE RUN... FURY OF THE STORM!
Aaron Miller
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Posted: 14th Mar 2007 05:11
Ah.

Well, yes, the graphics will be updated, currently however, we have to use what we have.



Donations are always welcome though.



Cheers,

-db


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Kieran
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Posted: 14th Mar 2007 05:43
@Cian Rice

lol the trees are 3D apart from the leaves, but there isn't any other way to do it with low polys


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Silvester
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Posted: 14th Mar 2007 08:40
*Wakes up from a night of refreshing*

HUH!NEW POSTS!

Quote: "Anyways, its going to be worked on today. I havent had a chance to work on anything yet though, been working on a special surprise for all you guys. (A good surprise, not a bad one, like, a present, of some sort"


cool,ill be waiting today(After school and a meeting about the latest paint methods)

Kieran
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Posted: 14th Mar 2007 09:15 Edited at: 14th Mar 2007 09:31
sorry prince of darkness i dont think the surprise will be today, its up to DB user 2006+ to decide this.

anyways good to know you are following this thread and seem to be liking it

i have a minor post to make, its about an anubis model i started, well originally it was going to be a model of a monster but it looks like anubis



and the stats in DBP, includes FPS, sync rate and poly count



as you can see its a nice low poly model, but it needs a texture before it will show as a model instead of a black thing in DBP

EDIT: i am expecting to make better quality models than this as well to use in the engine, but they will all hopefully be similar polys to this, which is considerably low


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Silvester
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Posted: 14th Mar 2007 15:09
It looks a little to flat on its nose to be Anubis,Anubis has a long nose like a dog.

Too bad about the surprise though...Oh well,live goes on.

Kieran
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Posted: 14th Mar 2007 19:06 Edited at: 14th Mar 2007 19:12
as i said it was a monster i made and it turned out to look a little like him, so it doesnt matter that he doesnt look like him. hehe

apart from that is it any good? besides it was done using cube modelling, so its just a big cube that has been edited by me


RPG Engine Work in progress!
Aaron Miller
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Posted: 14th Mar 2007 21:37
I worked on the NPC system a bit, and, for how the NPC moves, which do you guys think is better, waypoint system, or script movement system?

---------------------------

Aside from that, if a donation center was made, would anyone donate to this project?

---------------------------


Cheers,

-db

PS: The surprise is a rather nice surprise, however, more work needs to be done on it, before any actual information is released about it.... Just, imagine frame rates of 700, where dbp gives 200... This isnt the culling btw, its something else.


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Roxas
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Posted: 14th Mar 2007 22:33
Hehe DB User 2006+ u have became very good! Try to still increase the FPS like fps of 400-700 where dbpro gives 60-80 lol Oh and if the dll is so expensive will there be any other handy things then? I need to have it somehow then cuz of its FPS boost.. And if possipple try to add AA and AF support Then i will defienatly buy it (somehow lol)



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