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Work in Progress / Pure Dark Basic~

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Vickie
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Posted: 3rd Oct 2008 22:00
Playing with shaders~


Always~
Vickie

Diggsey
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Posted: 3rd Oct 2008 22:11
Very realistic, although you have some texture stretching on the walls

[b]Yuor signutare was aresed by a deslyxic mud...
BOX2D V2 HAS HELP FILES! AND A WIKI!
Xenocythe
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Posted: 3rd Oct 2008 22:13
If you're playing with shaders, I recommend adding a detail shader to the cave... any seamless texture that will make the cave look more realistic

3.11 We do not tolerate posts made for the purpose of putting down another forum member, group of members, religion, our company, our staff or any of our moderators, past or present.
kaedroho
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Posted: 3rd Oct 2008 22:20
It isnt very realistic, it looks like someone went into a cave with a huge can of varnish and varnished all the walls! Good job anyway, you just need to get rid of the gloss or at least some of it.
Vickie
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Posted: 3rd Oct 2008 22:36
gloss is probably not the right word here, you need to think "Wet"

Always~
vickie

Diggsey
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Posted: 4th Oct 2008 16:45
@kaedroho
You obviously haven't been in many caves then
They are always shiny like that because of the wetness. I agree with Xenocythe, a detail texture would improve its look.

[b]Yuor signutare was aresed by a deslyxic mud...
BOX2D V2 HAS HELP FILES! AND A WIKI!
Darth Kiwi
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Posted: 4th Oct 2008 19:10
Are all those surfaces flat? ie. is the appearance of depth (on the "varnished" walls) given entirely by the shaders? If so, it's very impressive.

General Reed
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Posted: 4th Oct 2008 19:15
Quite good. You should increace the UV map size, so you get more repetitions of the textures per unit.

-General Reed

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

wind27382
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Posted: 4th Oct 2008 23:04
wow great start

wind
ozmoz
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Posted: 5th Oct 2008 17:22
wow super job
Vickie
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Posted: 10th Oct 2008 23:48
I'm making a level I call "Deadworld", in this shot I used the
shine shader and added it to this ball. The ball rotates and gives
a really cool effect. I'll post more as I go along~

Next I'm going to try and get that plasma sky feature to work.
That would really add to the mood of this level.

Always~
Vickie

Vickie
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Posted: 11th Oct 2008 07:57 Edited at: 11th Oct 2008 07:58
closeup~

More to come~

Always~
Vickie


Roxas
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Posted: 11th Oct 2008 11:21
Reminds me of Half-Life. And thats good thing

Alucard94
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Posted: 11th Oct 2008 11:32
Quote: "Reminds me of Half-Life."

Just what I was thinking!
Looking great man! Well... Girl.


Alucard94, the member of the future of the past.
Vickie
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Posted: 12th Oct 2008 10:17
Thanks guys~

Always~
Vickie

RickV
TGC Development Director
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Posted: 14th Oct 2008 02:25
Very cool stuff Vickie. Steve Vink mentioned you at the TGC convention!

Rick

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]
Vickie
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Posted: 14th Oct 2008 02:30
Quote: "Very cool stuff Vickie. Steve Vink mentioned you at the TGC convention!

Rick"

Wow! thats Cool! What did he say about me

Always~
Vickie

Vickie
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Posted: 14th Oct 2008 07:58
Construction continues;



I'm using the "scale object" command to reshape the models into
a more sinister look~

Always~
Vickie

Alucard94
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Posted: 14th Oct 2008 08:11
Very nice Vickie! Keep it up.


Alucard94, the member of the future of the past.
BatVink
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Posted: 14th Oct 2008 13:56
I suggested that people take advantage of your presence on the forums - modelling is often a secondary skill and we could benefit from some extra knowledge.

Vickie
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Posted: 14th Oct 2008 17:27
That was really sweet of you Steve, I am honored you even mentioned
me. Thank you~

Always~
Vickie

Sixty Squares
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Posted: 15th Oct 2008 04:02 Edited at: 15th Oct 2008 04:03
Modelling skillz pl0x .

Seriously though, it's looking really nice. You should write a tutorial on how to model things at some point.

TheComet
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Posted: 15th Oct 2008 12:27
wow

I think I will give up DBC...

Suicide is away of telling God, You can’t fire me I quit !!!!!
Vickie
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Posted: 15th Oct 2008 18:46
Thanks for your kind words Guys~ I hope to make something cool.

Hey Comet, whats DBC, LOL!

Always~
Vickie

Sixty Squares
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Posted: 17th Oct 2008 01:03
Quote: "whats DBC, LOL!"

Dark Basic Classic.

Mr Kohlenstoff
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Posted: 17th Oct 2008 16:03
This screenshots all look very atmospheric. I'm wondering why you write this wave~ symbol~ behind every second word though.

Vickie
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Posted: 17th Oct 2008 17:18
Hi Mr. Kohlenstoff,
I use "~" to add depth to my words so they are not so impersonal~ I want people to know it’s me they are talking too.

Always~
Vickie

General Reed
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Posted: 17th Oct 2008 17:26
Quote: "I use "~" to add depth to my words so they are not so impersonal~ I want people to know it’s me they are talking too."


-Just like i like to mention poo sandwitches every 5 mins lol

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

Vickie
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Posted: 18th Oct 2008 00:30 Edited at: 18th Oct 2008 00:31
things are moving along, its getting easier for me to load level
into DBpro from TS7.

more to come~

Always~
Vickie

Vickie
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Posted: 18th Oct 2008 00:56
Playing with lights;

more to come~

Always~
Vickie

Vickie
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Posted: 19th Oct 2008 09:16
Almost finished~

more to come,

Always~
Vickie

TheComet
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Posted: 19th Oct 2008 22:41 Edited at: 19th Oct 2008 22:41
Very, very cool, vickie!

Quote: "Hey Comet, whats DBC, LOL!"


If you mean what I think you think that I should mean if I think that you think that I understand it, then, yes, it is very old... but I like DBC!

And if I think you thought what I think you think that I should mean if I think that you think that I understand it, then, it is Dark Basic Classic.

(some of my crooked humor...)

TheComet

Suicide is away of telling God, You can’t fire me I quit !!!!!
Sixty Squares
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Posted: 20th Oct 2008 05:13
Vickie,

I like the screenshots . If I may ask, what are you doing for fog? Are you just using the FOG ON command, or something else?

-Sixty Squares

Vickie
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Posted: 20th Oct 2008 05:48
Hi Sixty Squares,
here is the code I use to make the fog. I don't remember where I
got it from. I piece a lot of things together to get things to work

`------------------------------------------
`this sets the fog up
fog on:fog color 8:set ambient light 30
Fog Color RGB (10,100,130)
FOG DISTANCE 200,1200
`-------------------------------------------

Always~
Vickie

Vickie
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Posted: 20th Oct 2008 07:42
here is the floating islands with the temple;

if I had more time there would be so much I could do with this~

Always~
Vickie

Vickie
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Posted: 20th Oct 2008 07:51
Heres a close-up of the Temple;

I wish I knew how to use particles in DBpro,they would look great
pouring off the top of the monolith~

Always~
Vickie

Roxas
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Posted: 20th Oct 2008 16:40
Dont use dbpro particles, they suck literally
Just search for particles or particle and you get some workarounds

calcyman
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Posted: 20th Oct 2008 18:02
@Vickie:

This is immeasurably impressive - there's a wide range of different techniques being used. I like the plasma backdrop, especially how it's been illuminated.

You certainly know how to use DBPro's graphics commands to their full potential. Very atmospheric!

I preferred the ball in Deadworld before it had been prolated. The shaders gave it a granite-like texture to it.

As an improvement, you could try making the lava in Deadworld more "active". It looks like it's cooled down slightly.

Quote: "I'm wondering why you write this wave~ symbol~"


For future reference it's called a tilde, or swung dash.

The optomist's right, The pessimist's right.
Jane Doe
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Posted: 21st Oct 2008 08:45
Hi Vickie!

Quote: "I wish I knew how to use particles in DBpro,they would look great pouring off the top of the monolith~"


Have you checked out ExGen from The Game Creators?

http://exgen.thegamecreators.com/

I have it and have played around with it, although I haven't actually used it in a project, yet.

- Jane
Phosphoer
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Posted: 21st Oct 2008 09:46
These are all really impressive looking

Quote: " "I wish I knew how to use particles in DBpro,they would look great pouring off the top of the monolith~""


You could just write your own particle routines, it's not that difficult really.

Van B
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Posted: 21st Oct 2008 18:31
It's all looking great so far, I think half the forum will be keeping an eye on this to see how it turns out .

The built in particles are not ideal, good for some things but as Phosphoer says making your own is not difficult at all. You could have rolling mist and lighting halos amplifying the atmosphere you already have - plus any magic/portal/fire effect you can imagine.

Really it's just a case of making a load of plains and re-using them where you need a particle. I tend to use a typed array and have positions, angles, rotation speeds, life etc set when creating a new particle then update all the active particles depending on these values and rotate them towards the screen each loop. There's lots of examples around, Newsletter #67 has a particle engine tutorial that I made as part of a monthly feature. I think that if you added a particle system you'd really go to town with it, I mean Realm Crafter particles would not have a look in!.


Health, Ammo, and bacon and eggs!
Roxas
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Posted: 21st Oct 2008 18:54
Hi Vickie,

I today looked a bit more into your images and i suggest you to blend two textures together.. Well more simply i just mean transications in example from ground texture to grass texture, in your pictures it just seems to transic without any blending, doing this will increase the visual quality, trust me

Yodaman Jer
User Banned
Posted: 21st Oct 2008 19:58
Wow...these are great! I really want DBPro now..heh heh!

Keep it up!

Yodaman Jer

Guitarist, 3D modeler, Video editor, Renaissance Faire performer, Christian, and all-around GEEK. With a capital 'G'.
Sixty Squares
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Posted: 23rd Oct 2008 01:21 Edited at: 23rd Oct 2008 01:22
Thanks for the fog info Vickie . This is looking really nice by the way. Oh and DO NOT use the DBP particle system. It makes the fog always black and FOG COLOR not work (I learned this the hard way, lol)

Vickie
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Posted: 23rd Oct 2008 01:26
Quote: "Oh and DO NOT use the DBP particle system. It makes the fog always black and FOG COLOR not work (I learned this the hard way, lol)"

geez! you think this would be on the top of the list to be fixed.
Thanks for the Tip Sixty Squares

Always~
Vickie

General Reed
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Posted: 23rd Oct 2008 02:14
Also, the dbpro standard particle system is tediously slow ive found.

CPU: AMD X2 6000+ 3.0ghz GFX: NVIDIA BFG Geforce 8800GTS 640MB OC-550mhz core RAM: 2048mb

Satchmo
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Posted: 23rd Oct 2008 03:01
If your looking for a bump effect that does not look "wet" you should try the parralax mapping that comes with the ultimate shader pack.

Vickie
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Posted: 23rd Oct 2008 08:25
Ok, I think I have a look I am happy with. Here is the model inside
Truespace,


Here are the models inside Darkbasic:




Now I'll wrap it up, give it to Steve and call this project complete

Always~
Vickie

Vickie
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Posted: 5th Nov 2008 17:06
I think I'm going to try and add an Actor to this level, so I need
to setup collision and somehow come up with a way to control the
animation frames. So any advice you guys can give to help me
achieve this would be most welcome!

Always~
Vickie

Van B
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Posted: 5th Nov 2008 17:35
Sparky's collision should do a good job, there's an example of sliding level collision - although it probably makes sense to use a separate low poly collision mesh for collision.

Handling animation depends on how smooth you want the transitions etc, and how you animate the character. For example I always make an idle pose and have transitions into walking and running loops, then out of them into idle frames again. Then I take a running loop frame and use that to transition into things like jump animations. You have to give each non-idle animation a start point that you can then spawn from - if you know that you can go from the running loop into a jump from a specific frame number, then you can make it really smooth and professional. It takes a bit of work to get it right but it's worth it. I've made lots of animation systems so if you need help just drop me an email.


Health, Ammo, and bacon and eggs!

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