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Sasuke
18
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Location: Milton Keynes UK
Posted: 22nd Aug 2009 20:14 Edited at: 22nd Aug 2009 20:48
Just had a quick look at this thread again and noticed the editor. 105 fps is slightly worrying especially in the stage that it is, how are you planning to get round the issue cause a few more objects or GUI components would kill the program.

A dream is a fantasy, if you achieve that fantasy it was never a dream to begin with.
kaedroho
16
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Location: Oxford,UK
Posted: 22nd Aug 2009 20:47
Sasuke
18
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Location: Milton Keynes UK
Posted: 22nd Aug 2009 20:54
Oh, I see. I guess you could just make the tools for the game and use them on a more powerful computer within the group to produce the content for the game. Can I make a suggestion though, I think it would be better to have just one viewport and have buttons to change the views for it. Gives you more space to edit the level and is less of a performance hog.

A dream is a fantasy, if you achieve that fantasy it was never a dream to begin with.
thenerd
15
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Location: Boston, USA
Posted: 23rd Aug 2009 00:30 Edited at: 23rd Aug 2009 00:36
Quote: "He uses a Geforce 6200..."
exactley. that is my slow comp. my very slow comp.
and it has a matrix. (which is just a placeholder)

Quote: "Oh, I see. I guess you could just make the tools for the game and use them on a more powerful computer within the group to produce the content for the game. Can I make a suggestion though, I think it would be better to have just one viewport and have buttons to change the views for it. Gives you more space to edit the level and is less of a performance hog."
i was trying to make it after mapscape, i am used to that format. but i can make a "maximize window" feature...


JRH, that's fine. can you still finish that uploading software?


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nackidno
17
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Joined: 3rd Feb 2007
Location: Där solen aldrig skiner
Posted: 23rd Aug 2009 17:16 Edited at: 23rd Aug 2009 17:16
I haven't made any new models lately, though I'm currently working on the texture for the health eq case. The problem though is that i'm more of a cartoon texturer. I'm going to use templates from around the net and alter these as well as I practice at making realistic textures. When I feel ready, I may as well retexture the finished models.

nackidno
17
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Posted: 23rd Aug 2009 19:41 Edited at: 23rd Aug 2009 19:42
I'm done with the health equipment case. Though the base texture isn't mine, I added details like the red cross, the occlusion and more.



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HavokDelta6
14
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Joined: 22nd Aug 2009
Location: United Kingdom
Posted: 23rd Aug 2009 19:47
Wow guys, i know i am new, but i am a real programmer

Could i prehaps join

good at (serouslys good at)
1) maths
2) networking
3) data management
4) creating varous kinds of ai
5) finding creative sollutions to problems

not good at
1) visual design
2) spelling

Oh i'll do it later -.-
Dared1111
17
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Posted: 23rd Aug 2009 20:25
I need a list of team members that are not on the list and their jobs for addition into the next document.

thenerd
15
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Location: Boston, USA
Posted: 23rd Aug 2009 20:28 Edited at: 23rd Aug 2009 21:08
ok. just wait a minute.

[edit] dared, it is here. (wait one more sec)

nackidno , that is great! maybe we could even retexture it to make an ammo box with the same mesh? just delete the cross, and color the main texture green...


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kuljot
15
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Joined: 2nd Jan 2009
Location: sacramneto, ca united states
Posted: 23rd Aug 2009 21:35
@ HavokDelta6
Im not the team leader but, anyone can join. Of course you can join. By the way guys i am still thinking about how to make the various sounds.

Gateway GT5628 Quad Core Desktop Intel Core 2 Q6600 2.4GHz Quad Core 3072MB RAM / 500GB 7200 SATA II Hard drive DVD RW 18X multi dual NVIDIA GeForce 8500GT ....
nackidno
17
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Location: Där solen aldrig skiner
Posted: 23rd Aug 2009 21:54
@ Thenerd: I already have plans for an ammo box, as well as a crate of explosives. I'll start working on these as soon as I'm done with my current model. (A grenade).

HavokDelta6
14
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Location: United Kingdom
Posted: 23rd Aug 2009 23:42
okay well... waiting on you guys really. if i may be in, please drop me a line and ill get msn sorted and whatnot.

Oh i'll do it later -.-
thenerd
15
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Location: Boston, USA
Posted: 23rd Aug 2009 23:42
nackidno , okay!

HavokDelta6 , of course you can join!


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nackidno
17
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Posted: 23rd Aug 2009 23:43 Edited at: 23rd Aug 2009 23:44
Here is the finished grenade. This texture is made entirely by myself.



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HavokDelta6
14
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Location: United Kingdom
Posted: 23rd Aug 2009 23:56
i also cant help but notice, you say no physx, dark physics will probably be the best for this; becasue darkbasic lacks teh support for real "scripted" physics....

however, darkphysics would be easy enough to impliment

AT THE DEATH (Havok to the resuce)

I have been working on a near complete simulation system, it will be vector bassed, and allows simulations to be "pre-calulated"

and because its vectors, the frame rate of the client (app) wont matter, as its stored as x m/s rather then its here, then here

Havok

Oh i'll do it later -.-
BMacZero
18
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Location: E:/ NA / USA
Posted: 23rd Aug 2009 23:59
Very nice, nackidno. Poly count?



thenerd
15
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Posted: 24th Aug 2009 00:29 Edited at: 24th Aug 2009 00:31
nice! if only we had a hand to go with that... (hint hint)
it's amazing how fast you do this stuff!
I geuss we are going for a less realistic style, after seeing your models, i can really imagine a game with that style.


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nackidno
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Posted: 24th Aug 2009 00:31 Edited at: 24th Aug 2009 00:35
Unfortunately, the polycount is pretty high, 575 faces.

[EDIT]: I can try model a hand. My last attempt was pretty much a fail. ^^ The bad thing is that I can't animate to save my own life. I guess we need to find someone who can, if we haven't got one in the team already.

nackidno
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Posted: 24th Aug 2009 00:37 Edited at: 24th Aug 2009 00:38
Here is a new model, it's the explosives box, only 39 polys.



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thenerd
15
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Posted: 24th Aug 2009 00:50 Edited at: 24th Aug 2009 00:50
nice! THAT is our style! perfect!

Quote: "[EDIT]: I can try model a hand. My last attempt was pretty much a fail. ^^ The bad thing is that I can't animate to save my own life. I guess we need to find someone who can, if we haven't got one in the team already. "
We can find someone else to animate it.

my level editor is going good, except for a few obstacles. anyone have code that turns a 2d position into a 3d position on a matrix based on what the 2d position is touching?

also, can you post the downloads, i want to add them as entities to my editor.


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BMacZero
18
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Posted: 24th Aug 2009 00:56 Edited at: 24th Aug 2009 00:57
Quote: "Unfortunately, the polycount is pretty high, 575 faces.

[EDIT]: I can try model a hand. My last attempt was pretty much a fail. ^^ The bad thing is that I can't animate to save my own life. I guess we need to find someone who can, if we haven't got one in the team already. "


That's actually really reasonable for a gun in first-person view. I'd be willing to add hands and animate it, if Blender will cooperate . Though modeling hands would no doubt be good experience for you.



kaedroho
16
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Location: Oxford,UK
Posted: 24th Aug 2009 01:00 Edited at: 24th Aug 2009 01:00
Could all the programmers get together and have some sort of meeting? I think it will be useful to see what all our skills are and work out were going to do, we can also set some coding standards and methods of source code synchronisation.

Could be here, msn or some other forum. I think this is important though.

BMacZero
18
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Location: E:/ NA / USA
Posted: 24th Aug 2009 01:17 Edited at: 24th Aug 2009 01:19
Quote: "my level editor is going good, except for a few obstacles. anyone have code that turns a 2d position into a 3d position on a matrix based on what the 2d position is touching?"


I just put a plain under the matrix and use GET OBJECT on it, then GET PICK VECTOR X/Y/Z to find the position of the click. This doesn't work too great with elevations, though. Once you switch to BlitzTerrain it should be easier to just use PICK OBJECT on the terrain objects.

EDIT: Example:
http://forum.thegamecreators.com/?m=forum_view&t=48011&b=1&msg=1757997#m1757997



kaedroho
16
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Location: Oxford,UK
Posted: 24th Aug 2009 01:28
If you use pick object with BlitzTerrain, don't forget to use calculate object bounds. I'm removing the automatic call of this command from BlitzTerrain to gain speed as it no longer uses DBPros frustum culling. It is needed for the pick object command.

thenerd
15
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Location: Boston, USA
Posted: 24th Aug 2009 01:39 Edited at: 24th Aug 2009 01:50
Quote: "Could all the programmers get together and have some sort of meeting? I think it will be useful to see what all our skills are and work out were going to do, we can also set some coding standards and methods of source code synchronisation.

Could be here, msn or some other forum. I think this is important though."

if we do that, i would want to do it on a forum, IM is too hard too arrange, and it is unlikely everyone would be able to go on at the same time. if you really want IM, i can do skype and google, and i can get an msn account.

Quote: "I just put a plain under the matrix and use GET OBJECT on it, then GET PICK VECTOR X/Y/Z to find the position of the click. This doesn't work too great with elevations, though. Once you switch to BlitzTerrain it should be easier to just use PICK OBJECT on the terrain objects."
is blitzterrain more than one object per terrain? if it is, selection would be easy.
[edit] i get what you are saying now! that would actually work...

Quote: "If you use pick object with BlitzTerrain, don't forget to use calculate object bounds. I'm removing the automatic call of this command from BlitzTerrain to gain speed as it no longer uses DBPros frustum culling. It is needed for the pick object command."
yup, just one easy command. i haven't used it before though, is it called only once or every loop?

how is the port of blitzterrain to c++ going?


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kaedroho
16
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Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 24th Aug 2009 02:30
Quote: "is blitzterrain more than one object per terrain? if it is, selection would be easy."


Yes, Blitzterrain is divided into sectors.


Quote: "how is the port of blitzterrain to c++ going?"


Hit 3000 lines now, . Get ground height function is working fine. I'm working on normals and UVs next, then I'll get onto LOD and Frustum culling.

I'm suprised by the 3000 lines already, the old version had 6000 and it had more than half the features that the new version currently has.

I would way a good 2 - 3 months and we should be nearly there.

thenerd
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Posted: 24th Aug 2009 02:33
Quote: "Yes, Blitzterrain is divided into sectors."
just realized, even if it isn't, i would still be able it use bmaczero's code.

Quote: "I would way a good 2 - 3 months and we should be nearly there."
Okay!


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nackidno
17
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Location: Där solen aldrig skiner
Posted: 24th Aug 2009 14:30 Edited at: 24th Aug 2009 14:31
I would love to see a forum dedicated to this project. With categories such as programming discussion, media discussion, music and sound and so forth. Right now it's very cluttered with all of those topics in one single thread.

[EDIT]: Well, NOT on the TGC board course.

HavokDelta6
14
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Location: United Kingdom
Posted: 24th Aug 2009 15:21
i can help, given you are liable for the forum.

Oh i'll do it later -.-
thenerd
15
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Location: Boston, USA
Posted: 24th Aug 2009 17:33 Edited at: 24th Aug 2009 17:33
kaedroho offered one on devstorm.net - i didn't think we needed it, but now i see that would be great.


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JRH
17
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Joined: 8th Jul 2006
Location: Stirling, UK
Posted: 24th Aug 2009 18:05
It says on the first page that I am a 3D modeller, however I must resign from this post, but could I take up a different role under advertising/marketing/publishing?
kaedroho
16
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Location: Oxford,UK
Posted: 24th Aug 2009 18:47 Edited at: 24th Aug 2009 18:48
It's www.devstorm.co.uk.

I host all the blitzterrain forums there. http://www.devstorm.co.uk/viewforum.php?f=24


I shall contact the admin asap. Could thenerd and everyone who needs to be a mod please sign up?

www.devstorm.co.uk

JRH
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Posted: 24th Aug 2009 19:15
Registered on the Forums; Jonathan.
kaedroho
16
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Location: Oxford,UK
Posted: 24th Aug 2009 19:25 Edited at: 24th Aug 2009 19:26
Alright, I shall let you all know when the board is up and your acconts are upgraded, I think it will be good if everyone signs up soon so Wildy can upgrade everyone right away.

He currently is not at his PC, he might be on later, or tomorrow. I'm sending him off-line messages atm.

PS: just set up BlitzTerrain live help incase any programmers have any questions or problems, the live help will connect you straight to me. It is located on the Blitzwerks homepage at the bottom right.

BMacZero
18
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Posted: 24th Aug 2009 19:29
Your Captcha code thing is waaay too distorted, took me four tries to get it right .



kaedroho
16
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Location: Oxford,UK
Posted: 24th Aug 2009 19:56
I just reported that, should get seen to soon.

nackidno
17
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Location: Där solen aldrig skiner
Posted: 24th Aug 2009 20:07
Registered to DevStorm.

Monk
15
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Location: Standing in the snow =D
Posted: 24th Aug 2009 20:48
I think Im already on Devstorm =)

Monk

I like work. It fascinates me. I sit and look at it for hours.
Dared1111
17
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Posted: 24th Aug 2009 20:51
Registered. Same username as on these forums.

BMacZero
18
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Posted: 24th Aug 2009 21:02
Hehe, this was a good way to get more users on Devstorm .

Does the activation email come immediately? I haven't got one yet .



kaedroho
16
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Posted: 24th Aug 2009 23:24 Edited at: 24th Aug 2009 23:28
While we wait for Wildy to open a new board for OpenFPS, start posting threads in General Announcements. Remember to put [OpenFPS] at the beginning of the thread so he remembers to move it to the board when its ready.

Email should arrive immediately, Check your spam.

kaedroho
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Posted: 24th Aug 2009 23:33
We need to make a board structure for the forum.

I would say that we have 1 board for source code and 1 board for media. Anything else will use the root.

Source code will have 1 topic per source. When someone edits a source code, they simply just edit the first post with their changes. Someone could go up and do builds daily/weekly.

Media will work in a similar way, except they will be alot like WIP boards.

mitch793
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Posted: 25th Aug 2009 00:04
Ok, im registered under mitch793.
Sorry i haven't been posting lately, i was playing around with the source engine.
I'm also working on some other stuff.

If you can't find it, code it yourself!

[url=http://steamcard.com/]
thenerd
15
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Location: Boston, USA
Posted: 25th Aug 2009 01:41 Edited at: 25th Aug 2009 01:46
source is fun, but bad for making your own games.

registered as thenerd. hard to remember, isn't it?
[edit] devstorm has some alignment problems on IE...


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BMacZero
18
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Posted: 25th Aug 2009 02:47
Checked my spam folder, no dice. I've tried resending it a couple of times, but nothing still. I can't register again under the same e-mail, nor can I contact Wildy because I'm not logged in...arg!



thenerd
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Posted: 25th Aug 2009 13:35
what program do you use? i have gmail, and i got it right away, and it wasn't even in the spam folder!


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BMacZero
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Posted: 25th Aug 2009 16:23
Yahoo and Outlook.



kaedroho
16
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Posted: 25th Aug 2009 18:42
Alright, Wildy has got to work on the board!

He is asking for a board description. Any ideas?

kaedroho
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Posted: 25th Aug 2009 18:54
New board is up: http://www.devstorm.co.uk/viewforum.php?f=32

BMacZero should beable to use the forum now.

BMacZero
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Posted: 25th Aug 2009 19:08
Quote: "BMacZero should beable to use the forum now."

No dice, says my password is incorrect. I tried to resend it, but of course e-mails from Devstorm don't seem to like me...

Sorry for taking this offtopic so much, but I do kind of want to contribute here .



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