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Work in Progress / Gamescape 3d (advanced world builder)

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The ARRAYinator
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Posted: 13th May 2007 02:23 Edited at: 13th May 2007 02:28
Did some very cool things with the engine today! I was attempting to finish the foliage code and things just werent going right so I noticed an intresting thing. i noticed that I was using an two rgb maps for texturing and also that Ridii's foliage system used a color map for foliage generation. So I thought to myself Why couldent the RGB map serve as the color map and vica versa. So after much debating Im going to be using his code because its just perfect for what I want to do. Of course I will ask him but I assume its ok as it was used in the open source mmo. Anyways I have not yet made a unified rgb map yet but I will anyways here are some early screens:





[img]null[/img]

Aaron Miller
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Posted: 13th May 2007 11:17
@The ARRAYinator
Congrats, that system is looking awsome. A bit off topic, but, where did you get those textures.... Why does everybody have better textures than me as well I cant find any good ones. :/

Cheers,

-db

PS: Keep up the good work.


96% of the universe appears to be missing.
Deathead
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Posted: 13th May 2007 12:51
Arrayinator...
THIS PROGRAM IS AWESOME! Just by looking.

JOIN NOW!Or be square!
The ARRAYinator
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Posted: 13th May 2007 16:13
Thanks! Well I don't really know where I got all of them because there just in one big media folder on my comp. but there mostly from me searching free textures in the forums and from the darkbasic media folder and whatever else I find on these forums,lol. If you want I could send you a whole bunch. I know Im getting a slight bit off track by not exactly working on the editor but by doing this it makes it so much easier to implement as the code for the editor is HUGE and takes forever to compile! Again thanks guys and DBuser I will definetly get around to the GUI as I am not planning on keeping the other one so itll be the first thing on my list when I get this little tech demo done. Thanks guys ill post back soon with updates!

Deathead
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Posted: 15th May 2007 21:52
Arrayinator,
May i just tell them that you walked outside and made textures?LOL!
Just here to say has my lava texture been used just checking.

JOIN NOW!Or be square!
The ARRAYinator
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Posted: 17th May 2007 00:15
@Deathead,lol I havent yet used the texture yet but rest assured Ill find a suitable place for it. Ill let you know!


@everyone I have a nice 4 day weekend off from school so ill be working hard bring the important features to the little demo and get back to the editor. Rest assured I am settling for no less then the best terrains I can possibly generate. I will not let you down!

Aaron Miller
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Posted: 17th May 2007 02:23
@The ARRAYinator
Awsome. I look forward to seeing screenshots soon.

Cheers,

-db


*witty comment*
The ARRAYinator
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Posted: 18th May 2007 02:38
New screen shot using the latest foliage system:



Anto
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Posted: 18th May 2007 06:01
Looking good, keep it up

1 question, can it be used for DB Classic?

Anto
The ARRAYinator
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Posted: 18th May 2007 06:18
Well yes and no. You can't use shaders with db classic so you won't be able to use that part but Im sure the non shader features would work with a little optimization because of the difference in memblock structure between pro and classic. I will definately look into it though. If enough people want dbc support id be glad to put it in. I will post back with some more cool stuff towmorrow. Thanks!

The ARRAYinator
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Posted: 18th May 2007 20:47
Just implemented some nice water hoping to get some environmental effects in today and some better terrain texturing. heres a screen:




Roxas
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Posted: 18th May 2007 21:56
Looks awesome!


[B] - LINKIN PARK - [/B]
TEH_CODERER
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Posted: 18th May 2007 22:50
Pretty!

Aaron Miller
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Posted: 19th May 2007 09:14
@The ARRAYinator
I favor that shot very much.

Cheers,

-db

The ARRAYinator
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Posted: 19th May 2007 17:58
Thanks guys! Unfortunately ive been rather busy but I make it a goal to get at least one thing done a day. I appreciate your intrest in my project and as always I will post back with updates as there made. As the demo is pretty close to full featured I will be moving back to working on the editor which will have all the new features in the demo and much more. Thanks again!

@Teh Coderer I will have some things for you and alquerian to test soon so I can see the performance of some various things ive been working on on different machines. Ill let you know soon

Alquerian
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Posted: 19th May 2007 21:19
That is awesome, I am looking forward to it TA. You have been doing quite a bit of work on this lately and I think you are doing a great job.

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The ARRAYinator
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Posted: 19th May 2007 22:34
Thanks Alquerian that means alot coming from you terrainscape is awesome! Im working on a nice realtime sky system with rain effects right now and it looks like its going to take me a little while,lol. Anyways I really need someone with someone with some kind of artistic talent to work with my shader because it really has the potential to make really nice terrains but I really don't have the time right now so Im using media generated in all but 5 minutes still,lol Anyways heres a quick screen of it with GG's shader. Just imagine what kind of terrains are possible using these texture methods and to be honest im quite amazed at the quality terrains I have been able to make lately,lol. Anyways I will continue to work on this system and just so you get an idea everything you see in these little demo's will be a feature in the editor including the foliage engine provided by ridii,water, skyboxes,realtime sky, shaders etc. I will post updates as they are made here is a screen:



Deathead
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Posted: 20th May 2007 00:02
Like my Math Teacher says Suppa Duppa Woopa!

JOIN NOW!Or be square!
The ARRAYinator
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Posted: 11th Jun 2007 01:27
Thanks Deathead! Its been awhile since I been able to do anything but rest assured one more week and schools over and I will have summer vacation to work on this. Thanks for your support and ill keep you posted on the progress ive made and hopefully ill have a wip up for my new game soon using the gamescape engine.

Silvester
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Posted: 11th Jun 2007 07:31
Looks good ARRAYinator,one question...What does the grass do underwater?shouldn't that be a different color and lenght to simulate underwater plants?

The ARRAYinator
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Posted: 12th Jun 2007 00:32
@ Prince Of Darkness In that pic its just the regular grass but thanks to ridii's clever plantmap system you could put what ever you want there through and colormap and config file. As for plant animation I have only wind support planned thus far but I suspect water shouldent be much harder,lol Glad you like it!

Xsnip3rX
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Posted: 12th Jun 2007 02:43 Edited at: 12th Jun 2007 02:44
hey ARRAYinator, mind if i test your editor?

Edit: do you still need media? i'm a 3D Modeller/Texturer.
Deathead
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Posted: 12th Jun 2007 18:29
OMG Arrayinator My Jaw has just dropped on the floor because of this editors beauty.

My Avatar is copyright to John F's Wick Models
Gil Galvanti
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Posted: 12th Jun 2007 19:27
Awesome job so far, I especially like that last shot you posted . What kind of FPS are you getting with all the grass though?


The ARRAYinator
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Posted: 12th Jun 2007 21:28
@Xsnip3rX Thanks for your intrest in the project! I will put you on the list of people to send the beta to. I would give it out right now but Im going to be honest its filled with bugs and I really want to put out something that will allow you to test it without random errors and such also a big issue is the GUI That is being completely redesigned to fit the feature set. As for media and such I can see use for it in the near future such as maybe you can help make some more plants and stuff to add to be packaged with the editor and things like that. But ill have more on that when im done taking finals this week which is a real drag.

@Deathead Thanks as always!

@Gil Thanks! Well its not pretty for low end machines like the one im working on,lol coming in at around 7~ fps on a celeron d and fx5500 machine with 112,000~ polys on screen. This is why im working on some non shader methods as well for the terrain.

Anyways Thanks again I will have a lot more to show come next week after schools over.thanks!

Deathead
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Posted: 12th Jun 2007 21:38
And Arrayinator would you be able to change backdrops like night to day or very evil skys?

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The ARRAYinator
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Posted: 12th Jun 2007 21:44
Thats already implemented all I have to do is redo the Gui to catch up with the features like this one. Basically what you would do is take six images and then assign them to a skybox. Or you can use a day night system that I am hoping to get around to that already does that for you all you have to do is set the time of day. Really the first thing im going to do is redo the whole interface and then rehook the subsystems back in then continue adding. I will also have to tidy up the code as it was kind of an experiment when I started and I have forgot what certain things do,lol. Anyways I will try and scan in a rough sketch later or towmorrow of the new interface just to give you an idea of what im aiming for. Anyways thanks alot for your support and keep an eye on this thread there will be alot of updates real soon!

The ARRAYinator
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Posted: 13th Jun 2007 20:32
Hello everyone! Not really an update because I really don't have much time till next week here's some screens of some new textures on the terrain. Just a little something for you to look at until I get working again after finals especially the algebra one towmorrow which I really hope to pass in. Thanks!

BTW I know the skybox doesent match the terrain,lol







Alquerian
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Posted: 13th Jun 2007 20:44
I think it looks sweet. Good work!

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The ARRAYinator
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Posted: 13th Jun 2007 23:32 Edited at: 14th Jun 2007 00:12
Thanks Alquerian! i can't wait to really get back to working on this!

BTW as Ive been playing with vertex manipulation and memblocks lately I think I could actually make a basic level editor on to this which is something that would aid me alot. I mean id have to look into it but I think it be cool to see if I could do such a thing with primitives and vertex manipulation. Anyways just a thought as ill have quite a bit of time on my hands this summer. Thanks!

Deathead
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Posted: 14th Jun 2007 19:50 Edited at: 17th Jun 2007 15:02
one word with over 2000words or less with one !
Coooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooool!

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The ARRAYinator
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Posted: 15th Jun 2007 00:32
Thanks Deathead! Had a little bit of time to open up the editor today so you can say that I have officially started with that again. I will post updates as they are made thanks!

The ARRAYinator
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Posted: 15th Jun 2007 01:24 Edited at: 15th Jun 2007 01:25
Just a little more texture work for you guys to look at:







Game King
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Posted: 16th Jun 2007 00:46
Beautiful terrains!

I like how you can see your gun in the water in the last screenshot, it gives it a nice effect

The ARRAYinator
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Posted: 16th Jun 2007 02:02 Edited at: 16th Jun 2007 18:33
Thanks Game King Currently working on the gui and newton physics as
its one of my most desired features. Thus far I can shoot crates
and stuff around,lol. THanks again!


BTW I made some minor improvements to GG's shader and am now
getting a steady 30 fps on the same map shown minus the water on an
fx5500 and with a little more modification ive gotten between 35
and 60fps but without any lighting. Ill see what else I can come up
with over the next few days and post back here.

The ARRAYinator
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Posted: 16th Jun 2007 18:28 Edited at: 16th Jun 2007 18:36
I have very good news. I have as I said in my last post modified the original shader to suit the needs for midrange pc's and I must say the results are not half bad In the shot you can see that I have the newton world enabled including tree collision on the terrain and also GG's shader minus lighting and the fourth texture layer running nicely at no where lower then 35fps. Needless to say when I start populating the level this won't change but my computer is rather dated with a fx 5500 and a celeron d so I think its a step in the right direction. Let me know what you think!


BTW is it just me or is the forum not wordwrapping my posts properly?



Inspire
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Posted: 16th Jun 2007 18:58
No, it's not just you.

Deathead
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Posted: 17th Jun 2007 15:00
Nice Physics

My Avatar is copyright to John F's Wick Models
The ARRAYinator
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Posted: 17th Jun 2007 19:19 Edited at: 17th Jun 2007 19:54
THanks deathead! currently working on some basic newton car physics which is really getting on my nerves as im not to experienced with the vehicle commands in newton and the examples are the only thing ive got. I can'twait till finals are over tuesday,lol. Thanks again!


BTW as I said above performance with the shader has drastically increased so it should be at playable framerates for almost everyone here. would anyone mind testing a few different things for me and tell me the framerates and computer specs id really apreciate it. Let me know!

Just some more pics with the modified shader:

please note again this is on a fx5500 pci card




Xsnip3rX
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Posted: 17th Jun 2007 22:30
i'd like to test

The ARRAYinator
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Posted: 17th Jun 2007 22:54 Edited at: 19th Jun 2007 01:02
Sounds good heres the first file for anyone to test it contains the modified shader with basic Newton tree collison set up. it is designed to run on lower end pc's such as the fx series with lower shader capabilitys. If you test please post your pc specs and the fps you got and any other things you found.

The controls are that of a regular fps and the left mousebutton will shoot out an invisable collision sphere that that will interact with the boxes in the level. This demo is aiming for speed as well as visual quality. I will post high end versions with parralax/normal mapped objects and extra detail and lighting effects later. Thanks in advance.

Download at bottom of post

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The ARRAYinator
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Posted: 18th Jun 2007 19:22
I know its simple but I really need to know what kind of fps your getting So that I know what others terrain solutions I should pursue. I will post back with updates soon. Thanks!

Deathead
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Posted: 18th Jun 2007 21:20
I'd Love to test man. But i'm not one of those people who would test it and keep it i'm more of a make a map and uninstall so i can give my opinion but i can see how good and wicked it is just by looking at the Screenies.

P.S. Arrayinator- Two Words- Fricking Awesome.

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The ARRAYinator
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Posted: 18th Jun 2007 21:50 Edited at: 18th Jun 2007 22:40
Thanks deathead! I am going to give the beta testers im figuring you would like to be one a shot to have a go at the editor once the gui is replaced which is in the works at this very moment. All that little demo is is to help me see the performance it has on other computers so I can make it better. Its nothing special as I said just a modification of the newton demos with the modified shader. You can delete it when your done I assure you its not a virus,lol. I understand if you don't want to but if someone has the time if they could just try it and let me know the results that be awesome its really just trying to make the editor better,lol. Thanks everyone!


BTW I have cut out all dependencies on the old menu bar and increased the terrain performance to 55fps in the editor and thats without the modified shader! I can probaly get even more when I remove the previous GUI with dbusers faster windows GUI which Is where the menu bar came from. Once the gui is revamped It should be pretty easy for me to get the initial major features in such as the foliage, water, physics etc. basically all the stuff ive been showcasing and more! I will keep you posted. Sorry im a little happy today my last final is towmorrow then I have summer vacation!
Heres a pic with the new menu bar with just random stuff at the moment: Next up those windows




Deathead
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Posted: 18th Jun 2007 22:52
Okay, Deathead Calm down...
SUPPA DOOPA WOOPA!!!!LOL
I was saying Super Duper Editor.


Green7
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Posted: 18th Jun 2007 23:11
i tried to test it, but it only shows up the mouse pointer on a black screen and after a few seconds it crashes or quits whitout any error message.
specs:
AMD 64 3000+
1GB RAM
Win XP Pro
Ge-Force 6600 / 256mb
newest drivers, direct-x and other updates

Deathead
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Posted: 18th Jun 2007 23:50
hmmm...
You might of just made it up.LOL!
hmm...
Might be....Whats your thingy? Athlon, Pentium etc.


The ARRAYinator
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Posted: 19th Jun 2007 00:09 Edited at: 19th Jun 2007 00:12
Hold on a second ill try it again,lol

edit: Thats wierd ill upload it again im having problems on my end to. Sorry for the inconvienence. Give me two minutes!

The ARRAYinator
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Posted: 19th Jun 2007 00:57 Edited at: 19th Jun 2007 00:59
Ok if someone could try this for me that be great. THis one definetly works and ill make sure to download and double check it,lol. I just recompiled so I don't really know what the problem was.

Quote: "Sounds good heres the first file for anyone to test it contains the modified shader with basic Newton tree collison set up. it is designed to run on lower end pc's such as the fx series with lower shader capabilitys. If you test please post your pc specs and the fps you got and any other things you found.

The controls are that of a regular fps and the left mousebutton will shoot out an invisable collision sphere that that will interact with the boxes in the level. This demo is aiming for speed as well as visual quality. I will post high end versions with parralax/normal mapped objects and extra detail and lighting effects later. Thanks in advance.

Download at bottom of post"


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Green7
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Posted: 19th Jun 2007 02:05
sorry, but it still does not work... maybe my fault... but i can not do more than run it... still black screen and only mouse pointer. it looks like there is a very low resolution. maybe it works if you buld in a resolution chooser, could be that my screen does not like it. strange idea. going to sleep.

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