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kaedroho
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Posted: 17th Aug 2009 19:46

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thenerd
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Posted: 17th Aug 2009 19:48 Edited at: 17th Aug 2009 19:50
you can easily make it transparent... yes it looks good in HD, but I scaled down the screen because my card keeps crashing.
[edit] fixed it! stupid driver update.

JRH, nice, but it crashed on trying to load a file with this error:



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JRH
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Posted: 17th Aug 2009 21:01
Hmm... That's strange. What version of .Net do you have? Maybe you could try updating it?
Dared1111
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Posted: 17th Aug 2009 21:19 Edited at: 17th Aug 2009 22:28
We really need to get character bios down. I need to know what character to place in my art.

A pre- reference art- art for The Anarchist coming up.

Edit: Here we go

Edit2: Picture contains red used to symbolize blood, bear that in mind before clicking "View".

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Monk
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Posted: 17th Aug 2009 22:39 Edited at: 17th Aug 2009 22:52
Quote: "I thought it would be nice to have a backup system, so I whipped up some backup cream software. No limits, upload all you need, and not just backups, plans, maps, everything... Download is attached."


Nice =) Downloaded the notes.txt that was already there, edited it, then uploaded it again but the changes weren't visible. Also, it wouldn't let me upload a .jpg =( Promising piece of useful software though.

As for water shaders, CuCuMBeR made one. Attached.



Monk

I like work. It fascinates me. I sit and look at it for hours.

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thenerd
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Posted: 17th Aug 2009 23:41 Edited at: 17th Aug 2009 23:44
CuCuMBeR's looks good, but it is a displacement shader that takes thousands of polys. Green Gandalf's is still only two polys for the plane. speaking of his shader, kaedroho do you have this problem when viewing it close up (see attached screenie)

JRH, I will try updating it...


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kaedroho
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Posted: 17th Aug 2009 23:43 Edited at: 17th Aug 2009 23:46
Quote: "but it is a displacement shader that takes thousands of polys"


No it doesn't. Displacement shaders make the illusion of it.

Only DX10 supports changing geometry in a shader.


Having a look at GGs shader now...


[edit] Yep, I get the same problem.

thenerd
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Posted: 17th Aug 2009 23:48 Edited at: 17th Aug 2009 23:50
now that I think about it, the GG problem is sort of irrelevant, the player will never be that close to the water. Even if it is a problem, I can tweak the code to fix it.


Quote: "No it doesn't. Displacement shaders make the illusion of it."

well then this isn't a displacement shader.



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kaedroho
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Posted: 18th Aug 2009 00:03 Edited at: 18th Aug 2009 00:05
That isnt a displacement shader.

That just adds waves to a matrix.

I don't recommend using this for seas. you would need your plain to be a lot bigger and the poly count will fly high.

thenerd
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Posted: 18th Aug 2009 00:05 Edited at: 18th Aug 2009 00:07
very misleading title, then.


[edit] oh, nevermind. I just saw VS3.

if we use either of them, definitely GG's.


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kaedroho
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Posted: 18th Aug 2009 00:12 Edited at: 18th Aug 2009 00:15
I have always thought that displacement is another word for parallax, maybe I'm wrong.

It wasn't made by Cucumber, it was made by Dark Coder.

Green Gandalf has my axe. Dark Coders could cause a lot of lag with all the extra polys.

thenerd
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Posted: 18th Aug 2009 00:18
http://www.fundza.com/rman_shaders/displacement/index.html

all about displacement!


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Monk
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Posted: 18th Aug 2009 12:27
Quote: "It wasn't made by Cucumber, it was made by Dark Coder.
"

How did I get that wrong, it says Dark Coder at least twice in the code

If GG's shader only needs 2 polys, they both look good, so I think GG's should be used.

Monk

I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 18th Aug 2009 14:39 Edited at: 18th Aug 2009 14:39
finished polygon collision demo version 2! the code is still un-optimised and un-modulized though, I just finished it. So don't yell at me for too many camera position() commands!


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Monk
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Posted: 18th Aug 2009 16:41
Quote: "So don't yell at me for too many camera position() commands!
"

Is that why you didn't include the source?

Looks good, but it runs way to fast on my pc so I can't really test it properly. It would be good if you left it to run that fast but put timer based movement in.

Also, whats the camera FOV? It just seems to stretch a little around the edges as you turn, so you might need to lower that a little bit.

Looks good =)

Monk

I like work. It fascinates me. I sit and look at it for hours.
kaedroho
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Posted: 18th Aug 2009 16:50
Just remember that when your doing collision. Don't make stairs. Turn them into slopes. Visually, they can look like stairs, but the collision will become very slow if you make the collision stairs.

thenerd
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Posted: 18th Aug 2009 23:39
Monk, yes, that is one of the reasons. fast is better than slow, Timer-based movement would be good. the fov is 100.

kaedroho , that would be better, my level editor will handle that. I just put that map togethet quickly. just one thing i want to know: sparky's collision deals with meshes, what does blitzterrain use? do you build it ploygon by polygon, or is it an object?


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kaedroho
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Posted: 18th Aug 2009 23:58 Edited at: 18th Aug 2009 23:59
Its an object. When you generate the terrain, there is a seccond parameter called Phyobject. If you set this it will create a mesh for physics.

The Phyobject is the normal object, but with different FVF and no extra LOD levels. Its as bare as it can possibly be. You can set which LOD Level to use for collision, with the BT SetTerrainCollisionLOD command

thenerd
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Posted: 19th Aug 2009 00:41
so you can use all the normal object commands? (not that I would want to)


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kaedroho
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Posted: 19th Aug 2009 01:13
thenerd
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Posted: 19th Aug 2009 01:22 Edited at: 19th Aug 2009 01:23
that is awesome! anyway, I encountered another problem: the collision module uses a float called playerheight# to control the height of the player above the ground. crouching is handled by detecting when the control key is pressed and then decreasing that variable, making the collision and movement modules dependant on each other. do you think it is messy having collision and movement in the same module?


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kaedroho
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Posted: 19th Aug 2009 02:30
Yes it is.

I put collision into physics and movement into player and join the 2 from there.


PS: this is my first post since I turned 16! xD

mitch793
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Posted: 19th Aug 2009 11:33
Quote: "PS: this is my first post since I turned 16! xD"

Nice one!

If you can't find it, code it yourself!
thenerd
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Posted: 19th Aug 2009 18:11 Edited at: 19th Aug 2009 18:12
happy birthday!

Quote: "Yes it is.

I put collision into physics and movement into player and join the 2 from there."
that would make sense, speaking of physics are we using newton?


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kaedroho
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Posted: 19th Aug 2009 18:26
Its either newton, ODE or make your own.

thenerd
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Posted: 19th Aug 2009 18:30
ok, I will try to look at newton first. I have had experience with it, but it takes a lot of commands to get it to work. I'll see if i can get a demo up with my test map.


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kaedroho
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Posted: 19th Aug 2009 18:59
Do you know how to do Gravity, etc? If not, its pretty easy.

thenerd
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Posted: 19th Aug 2009 19:40 Edited at: 19th Aug 2009 19:40
I tryed it, it kept getting this:



time to try ode.


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kaedroho
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Posted: 19th Aug 2009 20:02
ODE is very slow.

Why not try putting newton.dll into the folder of the exe?

thenerd
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Posted: 19th Aug 2009 23:37 Edited at: 19th Aug 2009 23:46
I did that. it has something to do with the code, something left out.

[edit]
are you good with physics? because they are frusterating me. I think i am going to take a break from that and work a little on my level editor.


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Monk
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Posted: 20th Aug 2009 00:32
I don't mind doing physics, but I don't know my way around Newton at all. If you want help I can try.

Monk

I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 20th Aug 2009 01:04 Edited at: 20th Aug 2009 01:05
well, there aren't very many good tutorials around, i think if we had someone with the math experience (Monk, are you good at that?), we could make our own system. in this game, physics will be used for:
-falling trees
-explosions that push objects
-dynamic objects (can be picked up or thrown)
-ragdolls?
these are some of the things i can think of, the point is that the gameplay doesn't revolve around just physics. that is just an extra to extend the realism of the game. We don't need something nearly as complicated as dark physics, something simple.

also, I was messing around with my gui system for level editor, like it?




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kaedroho
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Posted: 20th Aug 2009 01:46
Yeah, its pretty cool.

I'd prefer it if it had a tree though. Then you can have your entity list right there.

thenerd
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Posted: 20th Aug 2009 01:48
well it will, I am going to add that, this was just a gui test.


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Angelofdeath
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Posted: 20th Aug 2009 10:23
What kind of music do you need?
I can play electric guitar, and bass, but nothing else.
Monk
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Posted: 20th Aug 2009 11:19
Quote: "-ragdolls?"


I don't know how to do ragdolls, but I'm pretty happy I could manage the other stuff.

Quote: "(Monk, are you good at that?)"

Yep

Monk

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mitch793
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Posted: 20th Aug 2009 12:30
Quote: "also, I was messing around with my gui system for level editor, like it?"

Its cool.
Have you seen valves hammer editor?

If you can't find it, code it yourself!
thenerd
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Posted: 20th Aug 2009 14:57 Edited at: 20th Aug 2009 15:03
hammer is awesome! probabley the best editor in existance!

Quote: "
I don't know how to do ragdolls, but I'm pretty happy I could manage the other stuff.

Yep "


okay, you can do that.
start with functions like:
-physics_start() - starts it all up.
-physics_end() - ends physics and deletes extra data.
-physics_update() - updates the physics world.
-make_static() - set an object up for static collision.
-make_dynamic() - sets an object up for less accurate dynamic collision.
i will add more soon. I can also give you some functions for polygon collision, and spherical camera collision. eventually we should try to use uberzones (kaedroho's zone code) to optimize.

once JRH gets back with that uploading software we can use that to manage code.

we should also write up the more core code, such as xml parcing. kaedroho is good at that, and I can manage.


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Monk
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Posted: 20th Aug 2009 17:19
Quote: "okay, you can do that.
start with functions like:
-physics_start() - starts it all up.
-physics_end() - ends physics and deletes extra data.
-physics_update() - updates the physics world.
-make_static() - set an object up for static collision.
-make_dynamic() - sets an object up for less accurate dynamic collision.
i will add more soon. I can also give you some functions for polygon collision, and spherical camera collision. eventually we should try to use uberzones (kaedroho's zone code) to optimize."


Okey dokes, I should be able to do that. I'm pretty happy using Sparkys so Ill use those for the collision as it is pretty quick.The rest of it will probably be hand written not using a dll.

Monk

I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 20th Aug 2009 17:59 Edited at: 21st Aug 2009 14:00
I made a code template for you, if you want it it is attached.


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nackidno
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Posted: 21st Aug 2009 22:25 Edited at: 21st Aug 2009 22:26
This looks interesting. If you need, I can contribute with some media. I'm pretty handy with Jasc PSP and Paint.Net. I've got some modeling skills in Blender too, so I can contribute with some models too.

Here is an example of a model I made recently, model and texture made by me.



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thenerd
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Posted: 21st Aug 2009 22:41
nice texturing!

some things to model, if you want to:
-palm tree
-characters
-guns
-objects (health kit, ammo box, ...)
-a boat (needs to be detailed, player will be in/on it)


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nackidno
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Posted: 21st Aug 2009 23:35 Edited at: 21st Aug 2009 23:36
I just started working on a first aid eqipment case. Screenshot below. Polycount: 258



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thenerd
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Posted: 21st Aug 2009 23:40 Edited at: 21st Aug 2009 23:41
wow, you did that in like 30 minutes! when it is textured it will look great.


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kaedroho
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Posted: 21st Aug 2009 23:44 Edited at: 21st Aug 2009 23:44
I love ambient occlusion mapping. We must have it applied on all our maps.

thenerd
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Posted: 22nd Aug 2009 00:13 Edited at: 22nd Aug 2009 00:14
ya, it makes a huge difference. I started in dbc, and when i went to map-scape and dbpro with lightmapping in shaders i was like wow!

my level editor is going good, i will post a demo soon.


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thenerd
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Posted: 22nd Aug 2009 00:44 Edited at: 22nd Aug 2009 00:45
no time to post a demo, but here's a screenie. will post demo tomorrow...



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BMacZero
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Posted: 22nd Aug 2009 00:51
Is that a matrix? I have some code for matrix height editing you could canabalize if you want. It's from a DBP Coding Challenge for which I created a rail shooter.



thenerd
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Posted: 22nd Aug 2009 01:26 Edited at: 22nd Aug 2009 01:26
the matrix is just a test to visualize moving around, It will be replaced by blitzterrain over time (when he finishes it).
it would be great if i could see the code though. I have another project that could use it.


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JRH
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Posted: 22nd Aug 2009 14:26 Edited at: 22nd Aug 2009 14:27
Sorry, I can't continue modelling, but I can help out with marketing, advertising and publishing instead.

Edit : 500th Post!!!

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