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Work in Progress / ONE - fps

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kaedroho
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Location: Oxford,UK
Posted: 12th Dec 2008 11:38
Xenocythe, Thanks for the nice comments


Jason P Sage, Thanks

I don't use skirting for my LOD. Instead, I move the vertexes on the edges of each sector to make it fit perfectly with the sectors around it.

I don't use shaders for the texture blending.

jason p sage
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Posted: 12th Dec 2008 12:41
Quote: "Jason P Sage, Thanks "

You're welcome - well deserved!

Quote: "I don't use skirting for my LOD. Instead, I move the vertexes on the edges of each sector to make it fit perfectly with the sectors around it."

Most admirable!

Quote: "I don't use shaders for the texture blending."
I have a warm spot for this technique even though my DarkGDK C++ code never quite got there.. I was working on that about the same time the whole device context stuff just turned me off of DarkGDK for a bit.. but I really like techniques that free the GPU/CPU for in-game play... using a shader for constantly mixing textures that should be blended once - to me - seems more efficient... so even though others may snub this technique - I for one thinks its great!

--Jason

kaedroho
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Posted: 12th Dec 2008 13:02 Edited at: 12th Dec 2008 13:09
I use vertex data diffuse to apply the texture, then I use 'Texture object' to apply the detail mapping.

I'm working on a solution to the lost device thing. If it works, ill see if I can make a version that will work for everyone's projects and release into the Code snippets.

jason p sage
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Posted: 12th Dec 2008 13:23
Interesting... about the device thingy... I forget if there is an easy way to detect lost device in DBPro/DarkGDK... In DarkGDK its a little easier typically to call directx api's directly.. but... anticipating your response

On the texture blending thing... I THINK you just described a technique that uses built-in shaders .. I THINK... not positive.. but as soon as I saw "detail mapping" it made me think of this possibility.

The texture blending I was doing in DarkGDK is literally combining loaded "IMAGES" by tossing (whole or in part) a texture into a memblock, then merging that texture with another by "adding" the texture ontop of (basically blending it) ... then taking the now modified memblock and converting it back into an image object...

But I never had it flawless.. though it took terrain height into account for the "chunk" this texture was being created for... and I think I was on to something... but again.. already stated - didn't finish.

Regardless - I'm still stoked about your project

--Jason

kaedroho
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Posted: 12th Dec 2008 13:33
It doesn't use shaders, I used that trick before I got my graphics card (I used an embedded graphics chip with no shaders).

kaedroho
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Posted: 12th Dec 2008 15:10 Edited at: 12th Dec 2008 15:13
Some New Screenshots:












Note: this screenshot was taken from Beta 11


C0wbox
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Posted: 12th Dec 2008 18:39
Yay, a nice coloured sky, but now the fog is putting me off. (Fog of war has been annoying in every single game I've played of this scale, and it just hurts my eyes to see it.) xD
kaedroho
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Posted: 12th Dec 2008 19:25
Ok then, ill post 2 screenshots, one with fog and one without. Then the community can decide which one will be used.

C0wbox
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Posted: 12th Dec 2008 20:10
@ kaedroho
Hehe, ok, sound's like a plan.
jason p sage
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Posted: 12th Dec 2008 20:14
um... fog is cool... what's the issue?
--Jason

kaedroho
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Posted: 12th Dec 2008 20:26 Edited at: 12th Dec 2008 20:30
With Fog:


No Fog:



What do you guys think?

jason p sage
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Posted: 12th Dec 2008 21:03
C0wbox
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Posted: 12th Dec 2008 21:28
@ kaedroho & jason p sage
Lol I don't mean to start a debate as to who loves the obstructive fog of war and who doesn't, but I feel I must have my input:

Just say, you're trying to snipe some guy, on the other side of the map, you trace his path until you can get a good shot through the hedge you're hiding in. Then just when he steps back into the clearing, oh no, he's disapeared behind a big blue wall of fog. Now you can't see him or anything behind him. It's so frustrating to not be able to see clear across a map in games like BattleField 2 (as opposed to Enemy Territory Quake Wars.)

kaedroho
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Posted: 12th Dec 2008 21:30 Edited at: 12th Dec 2008 21:48
The fog distance is quite long, it will be impossible to shoot an enemy before they step into the "fog of war"


Heres another screenshot, you can still see the fog in the distance but everything close does not have fog, i think it looks better but i want to know what everyone else thinks:



jason p sage
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Posted: 12th Dec 2008 21:56
CObox.. I do like you're reasoning... and I think that's a great arguement to have FOG, like in life, be a consequence of the weather... at least that is a conveniant "technical explaination" of an issue that otherwise is just annoying.

I read somewhere something, I forget who said it but it was kind of funny... something to the effect of... sometimes working a "bug" or "feature" into the storyline to explain "it" removes the fact that it was/is a "bug" or "Feature" and becomes part of the story... that sorta applies here perhaps...

--Jason

Alucard94
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Posted: 12th Dec 2008 21:59
I'd prefer it with the fog, looks more realistic in my opinion.


Alucard94, the member of the future of the past.
C0wbox
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Posted: 12th Dec 2008 23:58 Edited at: 12th Dec 2008 23:59
@ kaedroho
Yeh I definately like that last picture, because that way it's just a background effect, rather than something that's always there. <Is happy with the engine if it's like that.>
kaedroho
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Posted: 13th Dec 2008 12:21 Edited at: 13th Dec 2008 12:28
I think that we should all aggree with the third, it has fog but not too much.

Alucard94
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Posted: 13th Dec 2008 12:26
Yes the latest screenshot was perfect.


Alucard94, the member of the future of the past.
jason p sage
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Posted: 13th Dec 2008 20:19
The thing I try to with fog is make terrain not pop in... and I'm still down with the weather having impact... and I persoanlly like all the pics.

--Jason

kaedroho
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Posted: 2nd Jan 2009 20:27
Major Announcement!

ONE has now been merged with Fallen2020. Fallen2020 is an MMORPG set in 2020. It will feature similar graphics and gameplay to ONE but will be multiplayer and have a decent storyline.

Violent Pigeon
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Location: London, Great Britain
Posted: 2nd Jan 2009 20:35 Edited at: 2nd Jan 2009 20:42
Hey, Im svothe from Fallen2020 and Go3 media. I was just about to announce that Kaedroho

Well folks, expect good things Really good things.

A few pre merge screens:









jason p sage
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Posted: 2nd Jan 2009 20:51
WOW - Where'd you get that Media? Looks like Half Life!?!?!?!?

That looks pretty awesome - and frankly your FPS shooter "ONE" was looking great on its own merits....

This is one to watch...

--Jason

djchaos
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Posted: 2nd Jan 2009 20:55
Quote: "WOW - Where'd you get that Media? Looks like Half Life!?!?!?!?

That looks pretty awesome - and frankly your FPS shooter "ONE" was looking great on its own merits....

This is one to watch...

--Jason"


that media is my work, and my texturing, this was made before i had merged with anyone and i was on my own, now we have a dev team i am working on the final art and world

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Violent Pigeon
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Posted: 2nd Jan 2009 20:58
Indeed, were a large development team, also got a nice comfy investment of $15,000 (www.go3.net)

and thanks for the nice words on the project



djchaos
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Posted: 2nd Jan 2009 21:11
Quote: "Indeed, were a large development team, also got a nice comfy investment of $15,000 (www.go3.net)

and thanks for the nice words on the project
"


It's good we have now moved to DBPro, it allows for much more customization and seems like a far better choice. we also have the luxury of not having to worry about them pesky server costs.

Also to avoid confusion can we try and use the Fallen 2020 thread located here http://forum.thegamecreators.com/?m=forum_view&t=142640&b=8

more info will be posted there as it becomes available

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Violent Pigeon
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Posted: 3rd Jan 2009 10:05
I feel like a thread HiJacker



kaedroho
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Posted: 3rd Jan 2009 13:30
Quote: "I feel like a thread HiJacker"


HiJacking a thread made for a project which has now merged into yours.

chunks chunks
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Posted: 3rd Jan 2009 17:00
@kaedroho

how`s the uberterrain going ,has it been abandoned .
if so give us shout if you need any help on this project,just like to keep myself busy .

nvidia geforce 8600gt + amd athlon 64
windows xp pro.
kaedroho
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Posted: 3rd Jan 2009 17:01
UberEngine and UberTerrain are both still in production but ONE isnt

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