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Work in Progress / WWII Screenshots

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Jmansr
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Location: Canada
Posted: 25th Jul 2003 21:00
Here's some new screens of my WWII game. As always, goto the site to find out exactly what they're showing. Or just look at them here.

http://blueblood.bandedsoftware.com/WWII_JUL25_0.jpg

http://blueblood.bandedsoftware.com/WWII_JUL25_1.jpg

http://blueblood.bandedsoftware.com/WWII_JUL25_2.jpg
Blue Blood FX
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Richard Davey
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Posted: 25th Jul 2003 21:02
You ought to sort out the masking on the tree and skybox, otherwise they're looking bloody great!

Cheers,

Rich

"Gentlemen, we are about to short-circuit the Universe!"
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Jmansr
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Posted: 25th Jul 2003 22:02
That line in the 3rd picture that looks like a skybox error is really a problem with the object outlining the level. The trees. The top of the texture must have some other colour on the top or something. Maybe the UVs are messed. I've been meaning to look into it.

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MikeS
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Posted: 25th Jul 2003 22:22
Yea, once you fix those errors, the game we'll look awesome.

Nice work though.



Yellow:Wanna publish my game microsoft, cuz i no u rich so...Can I have my bag of money now?
Microsoft: *snicker* Tip of the month-Microsoft will never(probebly) publish your game.
Mattman
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Posted: 25th Jul 2003 22:50
Sweet. That's the only flaw i can see (the Tree)

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Ermes
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Location: ITALIA
Posted: 26th Jul 2003 00:16
S H A D O W S

You haven't shadows, they'll add depth in your game.

Nice concept of game, it will be great to play as Nazy or Allied.

Free Download for a Free World
architect
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Posted: 26th Jul 2003 00:35
You cant please everyone! Keep aiming high, its looking great!

Ermes
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Posted: 26th Jul 2003 00:46
Yeah he can't please everyone, but he can improve the game.
Otherwise, if you place here a topic, you're searching for some advice or opinion....

Free Download for a Free World
Shadow Robert
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Location: Hertfordshire, England
Posted: 26th Jul 2003 01:01
very DoD good job mate your new BlueBlood engine seems to be comming along nicely.

if you want i have a few tree pics you could use which have fully alpha maps - would blend better.
i hope in U5 they've fixxed the alphamap overlay effect, cause its a bug in Desert Fox i just can't get around right now ... it causes the second alphed object to disappear when it overlaps in the ZBuffer.

means unless you have forrests using standard black trasparency key's rather than alpha maps you'll get the first rwo of leaves then just the tree trunks. (kinda kills the atmosphere dead)

i agree with Arrow, you're gonna need to add some shadows - even basic ones, just to add some nice depth
i'd use a techniqué that Zelda uses, and make 2 black balls - then do a wind effect on the top one.
that way the shadows take up only a small ammount of room, on 2 plains ... you then resize thier base size to fit the object better & resize top "wind swept" one based on where the sun would be (how high in the sky) plus rotating it.

as they're only small they don't clip as much over terrain, adds a nice effect (atleast until they add projected decals)

Dave J
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Posted: 26th Jul 2003 03:17
Ermes suggested shadows, Arrow hasn't even posted in this thread. o_O

Looking good though.

"Computers are useless they can only give you answers."
Shadow Robert
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Posted: 26th Jul 2003 04:55
its the av... threw me - kinda only got half an eye on the actual posts today. so busy

Jmansr
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Posted: 26th Jul 2003 09:44
Raven:

Ya think you can show me a little example of the system you're on about. I have a GF2MX so hardware shadows are outta the question. Plus, I want this to be able to run on lesser systems. People who can't afford to upgrade shouldn't be punished with not being able to play games.

Maybe just a screen shot of the Zelda type thing you're talkin' about?

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Doublecrosser
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Posted: 26th Jul 2003 17:25
Get job i'm just hoping that your not tring to compeat with Battlefield 1942 because i don't think any of us have much of a chance but other than that A+ man!!

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Shadow Robert
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Posted: 27th Jul 2003 01:23
sure, i'll wack together a simple demo
this may take a while i'm still waking up

Arrow
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Posted: 27th Jul 2003 01:55
Heh, that why it when people use my avitar, but with my new one I dought anyone will steal it.

Looks pretty good, it would be really cool to do some para-trooper missions. Hope you get those bugs ironed out.

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Cash Curtis III
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Posted: 29th Jul 2003 19:56
looking neat. By the way! finally someone else from Canada! props!
lol
Mattman
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Posted: 29th Jul 2003 22:39
Chiwawa is from the great white north, eh!

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Jmansr
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Posted: 2nd Aug 2003 00:01
Here we go. SHADOWS! Not for the player but for world objects. Made my own light mapper. Pretty easy with the way I set up my levels.

http://blueblood.bandedsoftware.com/WWII_AUG01_0.jpg

http://blueblood.bandedsoftware.com/WWII_AUG01_1.jpg

Blue Blood FX
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http://blueblood.bandedsoftware.com
Mattman
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Posted: 2nd Aug 2003 01:15
cool!

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Arc
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Posted: 7th Aug 2003 19:04
not cool!! very cool!!! hope it beta comes-out soon!!

M00NSHiNE
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Posted: 7th Aug 2003 19:41
Is this game DBC or DBPRO? It looks ace!!! And what do you mean when you say Made my own light mapper. Pretty easy with the way I set up my levels.?

"It's amazin' what you can do with a computer and access to t'internet"
Jmansr
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Posted: 7th Aug 2003 20:06
It's Pro. That's what I use. DBC is way too fickle, everything you add makes it slow down LOL. Anyway.

I made a lightmapper program for the landscapes. Using the Intersect Object I use a constant anlge. Like that from the sun as the levels are out doors. All the objects in the level are basically placed over the terrain. So I make a bitmap the size of the landscape. Then for every unit I use the intersect object command. If it intersects any of the objects/trees then it's given a value of 1. If not a 0. Then I convert that data into pixel data. With 0's being white and 1's being black. There we have a lightmap.

Blue Blood FX
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Cash Curtis III
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Posted: 8th Aug 2003 17:15
sory, but its too dark for my monitor
Andy Igoe
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Posted: 21st Aug 2003 12:12
I had the same problem with trees (also on GF2MX), the solution was:

set object transparency objectNumber,2
set object filter objectNumber,0

Then ensure that the textures are square and a ^2 size (ie. 256x256). I didn't think this effected the GForce cards, until I tried it out of desperation.

Pneumatic Dryll
David T
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Posted: 21st Aug 2003 13:53
Very, very good!

I've asked this before but wasn't sure if I got a reply: are your character models from Day of Defeat? If so, where can I get them? Are they DBP compatible? (I know it loads MD2/3 models?)

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Jmansr
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Posted: 21st Aug 2003 23:59
My Character model is made by me. The German guys are custom MDL models that were made as customizations for DoD. They are not part of the mod itself. I have asked for all the permissions and things to use them for testing. I do hope to make my own Germans for the future but I wanna concentrate on getting some things in the game done.

They're .X 8.1 models. I exported them from Milkshape. I decompiled the MDL model for the germans and then added the animations in sequence and there we go. The player model is 2 parts, legs and torso. I did this so I could have a running/shooting animation with out all the hassle. It needs improvment because of the syncing of the two bt it will come in time.


I will have to try that out Drill.

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http://blueblood.bandedsoftware.com
David T
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Posted: 22nd Aug 2003 13:41
Thanks for the info. My biggest problem is trying to find any decent character models (the ones in DarkMATTER have a weird walk to say the least), as was wondering if there were any more where they came from

There's no place like 127.0.0.1

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Andy Igoe
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Posted: 22nd Aug 2003 16:39
Hehe, first thing I do when I load up a DarkMATTER model is reanimate it. The modelling is pretty good, but I relate totally to where your coming from there David

Pneumatic Dryll
David T
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Posted: 22nd Aug 2003 20:54
Hehe, first thing I do when I load up a DarkMATTER model is reanimate it. The modelling is pretty good, but I relate totally to where your coming from there David

Hehe good idea now I need to know how to animate 0_0

I can code and sort of do music, but I can't model for love nor money

I was wondering, could you animate a couple for me? Just a walk?

There's no place like 127.0.0.1

There are 10 people in this world, those who understand binary and those who don't.
Andy Igoe
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Posted: 23rd Aug 2003 18:33
The problem there David is a fewfold, most animations I do are designed specifically for the character interaction I intend to use the model for so I dont have walk animations as stock files on my HD, and i'm not really an artist or modeller (although i've turned out a few suprises from time to time) as I preffer to program.

Certainly at the moment things are far too exciting for me to distract myself with a lot of reanimating (Missile Command, Frogger Patch, Texture Compiler Update, Website Revamp, negotiations with TGC, British Pathe, LSO and to cap it off there's a Grand Prix this weekend), I can thrash out 30 or 40 pages of code a day in full flight, but an animation would take me all night and an awful lot of bad language so at least for the moment I cannot do this for you, sorry. Perhaps in the future, or perhaps as I remake animations of my own.

Pneumatic Dryll
David T
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Posted: 23rd Aug 2003 19:35
Okay. It was worth a try

There's no place like 127.0.0.1

There are 10 people in this world, those who understand binary and those who don't.
Andrew
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Posted: 27th Aug 2003 16:16
Sweet game there - sort those trees

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