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Work in Progress / RPG Engine

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Silvester
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Posted: 14th Mar 2007 22:36
I'd love to donate,though i do not have any way to get paypal or whatever...

Anyway,the model looks rahter,Night Elf'ish.

700 for 200 FPS?sounds VERY intresting...

Profit
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Posted: 15th Mar 2007 00:41 Edited at: 15th Mar 2007 00:42
I can't really see anyone donating money to a program that costs money already.

Nice project. Why not get a basic role-playing game finished before trying to get 1000's of frames per second?

common people are walking in line.

Mitsu Fly Ride.
Inspire
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Posted: 15th Mar 2007 01:55
I think that you should use a script system.

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


I would be willing to "donate" some models if you want.

Aaron Miller
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Posted: 15th Mar 2007 02:16 Edited at: 15th Mar 2007 02:40
@The Full Metal Coder Roxas
heh heh, you found out one of the secret features DAP will support.

@Prince of Darkness


@open_froz
Well, the donating part would come with rewards based on how much donated. All the donation money basically goes to making the engine and media which comes with the engine better.

As for the basic role playing game, and 1000s of frames per second... I'm not really sure how to explain anything on that part without giving out the surprise. And, I dont recall saying 1000s, perhaps up in the 800s... Depending on your card (Not giving what the frame rate might be on the G8800 because I dont have that, and if I said something, it would only be a guess).

@Inspire
Script system is planned for use already, thank you though. Other suggestions welcome as well.

If you would be willing to donate some models, that would be very appreciated.



@Everyone
Much more stuff is being done today especially. Perhaps we may see an update, and perhaps a demo of the editor? (No promises, we'll see how the day goes )




Cheers,

-db


PS: Thank you all for your comments, suggestions, and support. Its very much appreciated.


[edit]
Everyone enjoy some screenshots.

Sorry they are in .rar, I will upload them somewhere in a second.

[/edit]


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Kieran
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Posted: 15th Mar 2007 05:49
Quote: "Hehe DB User 2006+ u have became very good!"


hehe thats nice

but just so you remember im working on this too
thankyou all for the positive feedback and support, it helps

@Prince of darkness
thanks although night elves are better than this model oh well thanks


RPG Engine Work in progress!
Alfa x
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Posted: 15th Mar 2007 16:17
@ DB user 2006 +, @ kieran: 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?

If you can't answer I understand.

@ Kieran: Are you going to apply normal mapping to your night elf anubis model?.
Kieran
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Posted: 15th Mar 2007 19:06
normal mapping? whats that? or were you referring to textures, smoothing or light mapping?


RPG Engine Work in progress!
Silvester
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Posted: 15th Mar 2007 19:12
Normal mapping is making the object look different then the mesh is by a well,height map kindof thing.

Kieran
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Posted: 15th Mar 2007 19:13 Edited at: 15th Mar 2007 19:15
oh, i have never done normal mapping before, i best take some tutorials on that

one more question, what is the advantage of normal mapping? what does it do to your model to make it look better?


RPG Engine Work in progress!
Kieran
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Posted: 15th Mar 2007 20:08
Editor Update:

code exporting complete, this means a demo could be released very soon. I just need to tweak a few things and pack a little bit of media. Thanks for the feedback and support everyone.


RPG Engine Work in progress!
Silvester
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Posted: 15th Mar 2007 20:21


cool!

Waiting for it ^^

Kieran
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Posted: 15th Mar 2007 20:29
hopefully withing the next 2 days, if not then i have ran into some bugs that need to be fixed before it is released. by the way this is the editor demo, not the whole engine. What you can do with it:

-Import Objects
-Position Them
-Rotate Them
-Scale Them
-Set Ambience
-Set Lighting
-Set Alpha Mapping
-Set Transparency
-Set Image Colorkey

now as for exporting code, i don't think we will allow this, as that would probably be giving away our editor for free, i will discuss this with DB user 2006+ when he gets back, and when im back from school

im going now though so i'll reply later
thanks for the feedback Prince of Darkness


RPG Engine Work in progress!
Silvester
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Posted: 15th Mar 2007 20:43
Hehe,its OK...

I like RPG's for some reason...dont know.but more because it doesnt have to do with mass murdering only...

Alfa x
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Posted: 15th Mar 2007 22:07 Edited at: 15th Mar 2007 22:14
I don't know to much about normal mapping.
The idea I have is that it lets you obtain an object with more
polished appereance with less polygons, applying a map.
Is like having many polygons in an object that don't.

If you come with some good tuts share them with me, please.
Aaron Miller
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Posted: 16th Mar 2007 01:19
@Alfa X
1. Dev-C++ is Open Source, I downloaded its source. I cant remember what language it was made in though.

2. I dont know, but my guess is you cant use DirectX in java, as it is made for windows only (DirectX), and as for OpenGL, my guess is once again, no, because I have seen people build their own renderers for java.

3. All bugs I was aware of were fixed. Everything seems to work fine now.

@Prince of Darkness
I agree.

All that games seem to be now a days are pure violence, no actual though out story line, and made simply for the mindless.



@everyone
I personally expect a demo of the editor very, very soon.

Also, if anyone has stayed with GD long enough to learn about FireflyBASIC, the RPG Editor will export code for that.




Have a nice day everybody.



Cheers,

-db


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Inspire
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Posted: 16th Mar 2007 01:53
Quote: "If you would be willing to donate some models, that would be very appreciated."


Just tell me what you need

Aaron Miller
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Posted: 16th Mar 2007 02:12
Thank you very much.


Here is a list, chose whichever item(s) you like, or donate just, whatever.



Thank you VERY much.



Cheers,

-db


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Inspire
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Posted: 16th Mar 2007 03:28
Okay. I'll start working on them tomorrow.

Aaron Miller
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Posted: 16th Mar 2007 04:03
You dont have to work on all of them. Unless you want to.


Cheers,

-db


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Profit
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Posted: 16th Mar 2007 05:01
I am concerned about one aspect of your engine guys. I was wondering if it is possible to actually do some role playing. A lot of rpg's these days are just bashing rpg's.

I also wanted to point out to Alfa X that is indeed possible to use both DirectX and OpenGL in Java.

common people are walking in line.

Mitsu Fly Ride.
Aaron Miller
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Posted: 16th Mar 2007 05:30
Should be.


Its an engine for dbp, it doesnt take complete control over your game, just gives the framework and features you can use.


Cheers,

-db


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Kieran
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Posted: 16th Mar 2007 05:50
@open_Froz
can you explain in detail please, but your game is fully customizeable

@inspire
thanks so much inspire, this is very nice of you.


RPG Engine Work in progress!
Alfa x
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Posted: 16th Mar 2007 16:02
@ DB user 2006+ : Thanks for answring my questions .
When I learn C++ more in deep, I think we can share things.

@ Open_Froz: Thanks for point me out, I didn't know, this will come in handy.

@ DB user 2006+, Kieran: Web compability is a good thing for sure.
think about ways to create netplay.
I agree with open_Froz also, that role playing is important.


At this rate, your engine will be very complete
Aaron Miller
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Posted: 17th Mar 2007 03:00
Thanks.

C++ is an awsome language.





Cheers,

-db


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Moondog
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Posted: 17th Mar 2007 04:32
what kind of poly limit are you looking for in characters, i might donate a couple hours to one

MOONDOg


current projects: Mystic Dream // red // battle room
Aaron Miller
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Posted: 17th Mar 2007 05:12
1000... 800 pushing it.


Thank you.


Cheers,

-db


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Kieran
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Posted: 17th Mar 2007 06:44 Edited at: 18th Mar 2007 01:21
im more of the model man Moondog so im going to say this is the limit

Monsters 0-1200 polys
Scenery 0-800 polys
Terrains/Big Things etc 0-3000 polys
small things/small creatures 0-400 polys
humans 0-1200 polys

thanks thats kind of you


RPG Engine Work in progress!
Moondog
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Posted: 17th Mar 2007 07:58
kul, we can talk more on msn Kieran, looking forward to some of your modeling progress. maybe you'll learn something from my work

MOONDOg


current projects: Mystic Dream // red // battle room
Kieran
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Posted: 17th Mar 2007 08:19
thanks moondog ill show ya latest progress on MSN will also post some more models once i get em.


RPG Engine Work in progress!
Kieran
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Posted: 18th Mar 2007 01:25
hey all models that you want to donate can you please send them to me at
kieran.DarkBASIC@gmail.com

thankyou all for your feedback, support and donations. it is much appreciated

as for model progress. here is my Human WIP

looks like Anubis decided to become a human

it has 560 polygons, because i needed to add some more to the head

any suggestions on improving the human would be nice although I don't want it have too many more polys.

thanks ,
Kieran


RPG Engine Work in progress!
Inspire
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Posted: 18th Mar 2007 02:13
I recommend making the shoulders less pointy and face stick out farther instead of being like a flat surface.

Kieran
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Posted: 18th Mar 2007 02:16 Edited at: 18th Mar 2007 02:25
thanks inspire, will do

EDIT: is this better?


EDIT2: or do you pefer these shoulders?


BTW im using blender if it helps


RPG Engine Work in progress!
Inspire
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Posted: 18th Mar 2007 04:09
Yeah man, that looks better. I love Blender

Kieran
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Posted: 18th Mar 2007 04:16
thanks, but a friend opened my eyes and i now see that it looks like a little kid, will post when i have made it look like an adult.

and other things. i love blender too its TeH uBeR pWnTaGe MoDeLlEr! lol jk, it is pretty awesome though


RPG Engine Work in progress!
Inspire
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Posted: 18th Mar 2007 04:50
Maybe widen the torso a little and make it taller. Just a suggestion...

Kieran
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Posted: 18th Mar 2007 04:55
already done, will post again later


RPG Engine Work in progress!
Aaron Miller
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Posted: 18th Mar 2007 06:32 Edited at: 18th Mar 2007 06:35
ok, ive been working on texturing for the terrain.


If I can get blending to work, then you will have blending.

Also, you want be restricted by tiles for the terrain either, you can just dynamically alter the texture.


Cheers,

-db

[edit]
I am not giving too much more out. But, I personally like how the texturing will be done.
[/edit]

[edit2]
Also, I have made some functions to aid the texturing which will actually be able to make a GUI much easier. This means you will be able to have a much more sophisticated GUI for your program.
[/edit2]


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Kieran
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Posted: 18th Mar 2007 08:05 Edited at: 18th Mar 2007 08:06
Model Progress

Here goes the human, its really taking shape now comments are appreciated, and maybe it will become an NPC in the engine




RPG Engine Work in progress!
Shadow Coderer
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Posted: 18th Mar 2007 13:57
I noticed a little way back that you had some queries about normal mapping. Normal maps increase the quality of the model without increasing the poly count. Imagine that your model gained abou 50 times the number of polygons. There would be much more definition in the smaller features of your character and the lighting would smoothly light it all with no harsh polygon lines or edges. That is basically what a normal map does.
However, bare in mind that a normal map means that your model is being rendered twice, so its not worth using on every single model in your engine. Main character, and unique enemies/bosses would be sensible. However, it sounds like you can afford to lose a couple of fps if your getting up to 800
There are two main ways of generating a normal map. The way I always recomend is to use a plugin - such as the one in this link http://ati.amd.com/developer/tools.html - which generates a normal map from a high poly model for a low poly version. This is how they are generated professionaly Alternatively, there are pulgins which convert a height map into a normal map, but the results are not as effective. Its clear which one I suggest for you

"If I die, tell my wife 'hello'"
Alfa x
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Posted: 18th Mar 2007 18:13
I love blender too!!
if you need any recomendcations feel free to ask.
Kieran
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Posted: 18th Mar 2007 20:59 Edited at: 18th Mar 2007 21:03
thanks shadow coderer. thanks too alfa x

as for that 800FPS comment well, it might be more than that
i won't mention that untill i have checked with DBuser2006+ that its ok.

as for normal mapping the human, well that might not happen considering i will be UV mapping it, so it will have a texture. that means less polygons will be required to get good detail. Also did anyone see my latest Human shot up there? if so what did you think of it?

thanks,
Kieran


RPG Engine Work in progress!
Aaron Miller
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Posted: 19th Mar 2007 04:15
Your FPS also depends on your graphics cards, therefor, for best results, use the best nVidia card. ATI will run slower, unfortunately, I have the default ATI card which came with my computer.

Anyways, the method of texturing the terrain has changed (in the editor). Its going to be rather simple now, while still being efficient. Also, the functions used will be in DAP as well.




Cheers,

-db

PS: I have many good surprises for you guys. Some might take the scripting "surprise" wrongly though. I'll give a hint on that, if you are familiar with vertex/pixel shaders or ASM you will be familiar with the lowest level of scripting offered.


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Moondog
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Posted: 19th Mar 2007 06:41
sounds all good and true...where's all the numbers you researched to have you reach the conclusion that ati is slower then nvidia?

MOONDOG


current projects: Mystic Dream // red // battle room
Aaron Miller
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Posted: 19th Mar 2007 07:11
I did not say ATI is slower than nVidia.

ATI is slower than nVidia when DBPro is being used. indi, and I believe that DBPro is optimised for nVidia. It makes sense, lot of sponsorship for nVidia, eh?



I personally prefer ATI, but nVidia is pretty much the best on their high end cards, compared to ATI.



Cheers,

-db


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Kieran
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Posted: 19th Mar 2007 07:13
agreed, some more evidence to back that up is the nVidea compo that is supported here.


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Moondog
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Posted: 19th Mar 2007 15:38
lol...can i see figures? anyway, not trying to start a fight i've always used ati card and i've never had any problems or slowdowns, when comparing my programs on my computer and others who had nvidia cards...how would a language be optimized for nvidia cards then?

MOONdoG


current projects: Mystic Dream // red // battle room
Kieran
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Posted: 19th Mar 2007 20:56
ok its all good moondog, lets just leave it at both cards are equal

now back to the engine. I don't currently have any updates though except maybe a new Logo for the engine coming very soon.


RPG Engine Work in progress!
Aaron Miller
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Posted: 20th Mar 2007 02:22
@Moondog
Quote: "how would a language be optimized for nvidia cards then?"

Simple. You download the nVidia SDK, then program your 3d stuff with that (With DirectX too, lol). I assume that the ATI SDK was not used for DBP. If it was, than nVidia probably wouldnt support TGC. Some people, I guess, prefer nVidia to ATI.

But, lets just leave it as both cards are equal. (Like Kieran said)




Cheers,

-db


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Alfa x
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Posted: 20th Mar 2007 02:25
Give a shot texturing the object.
until then i can say something...

don't want to give a opinion without the final textured model.
Kieran
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Posted: 20th Mar 2007 09:41
np Alfa, ill get around to that once i learn how to UV map it


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