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Dared1111
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Posted: 15th Aug 2009 20:03
I'll take the characters

thenerd
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Posted: 15th Aug 2009 23:38 Edited at: 15th Aug 2009 23:38
you want to model them? wow, you are doing a lot for this project!

okay, how about first the enemies?

Dared1111
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Posted: 15th Aug 2009 23:43
I'll do the first concept art tommorrow, then I'll model one during the week.

thenerd
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Posted: 15th Aug 2009 23:46
Okay!

mitch793
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Posted: 16th Aug 2009 12:53
Ok, i'm making some scenery: Trees etc, and I was wondering, whether I could give you it as a different format than .x, if its fully textured.
The program I am using cannot export as .x
Thanks.

If you can't find it, code it yourself!
Monk
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Posted: 16th Aug 2009 13:25
What format could you output it as? If its something like a .obj, then there'll be software which can import the .obj and export it as .x. I'm not sure what will happen to the textures though.

Monk

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thenerd
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Posted: 16th Aug 2009 13:39
mitch, are you using wings 3d?

mitch793
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Posted: 16th Aug 2009 13:41
I did for the weapons, but for this scenery, i am using carrara 5 pro.

If you can't find it, code it yourself!
thenerd
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Posted: 16th Aug 2009 13:51 Edited at: 16th Aug 2009 13:53
that's like 600$!!!

carrara 7 can export directx, can carrara 5?

mitch793
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Posted: 16th Aug 2009 13:52 Edited at: 16th Aug 2009 13:53
I got it free in a magazine

If you can't find it, code it yourself!
thenerd
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Posted: 16th Aug 2009 13:53
is it a trial?

mitch793
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Posted: 16th Aug 2009 13:55
No, the full version.
And no, it can only do 3ds, b3d, html, wrl, car, fbx, dxf, cae, and w3d.

If you can't find it, code it yourself!
thenerd
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Posted: 16th Aug 2009 14:12
wait, html? since when does html do 3d models?

3ds is easy though. Export a little test - just a textured box. It must be textured though. I have a converter, just it is a little buggy, I'm going to see if it works with that version of the format.

mitch793
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Posted: 16th Aug 2009 14:26
The thing is, when i export it, it exports the cube and texture seperately.
And a picture is attached showing the export file types

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

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thenerd
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Posted: 16th Aug 2009 14:33 Edited at: 16th Aug 2009 14:34
hmmm... Export the tex first and then the cube in the same folder. then zip it up and i'll see if it works.

BMacZero
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Posted: 16th Aug 2009 16:34
@mitch - Don't worry too much about trees and plants, I just ordered the DGS Bonanza deal which comes with TreeLife and PlantMagic.

As for the export, try DXF and I'll see if Lithunwrap can convert it.



mitch793
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Posted: 16th Aug 2009 19:09
@BMacZero:
1: Didnt the original DGS come with TreeLife and PlantMagic anyway? Because I bought it about May time and it did.
2: When Trees and plants are exported with TreeLife and PlantMagic, the leaves have massive squares around them.
3: DXF Cube attached.
@thenerd
There is no option to export seperately.

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

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BMacZero
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Posted: 16th Aug 2009 19:52
Quote: "1: Didnt the original DGS come with TreeLife and PlantMagic anyway? Because I bought it about May time and it did"

Ah, it might. I just know I'm getting it, and if you have it, we should spend more time modelling objects that we can't create automatically.

Quote: "2: When Trees and plants are exported with TreeLife and PlantMagic, the leaves have massive squares around them."

You probably didn't use the right SET OBJECT TRANSPARENCY mode in DB.

Quote: "3: DXF Cube attached."

Excellent, Lithunwrap was able to convert it easily enough, and it loaded fine in DB.



mitch793
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Posted: 16th Aug 2009 20:18
Quote: "we should spend more time modelling objects that we can't create automatically."

Fair Does. Im working on an SMG currently.

If you can't find it, code it yourself!
JRH
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Posted: 16th Aug 2009 21:00
Okay, I haven't much experience with characters, more with scenic and general objects/items (and some FPS weapons), so maybe Dared1111 would be better off doing the characters.

Give a hint of some scenic objects/terrains needed and I'll get to work.

JRH
Dared1111
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Posted: 16th Aug 2009 21:41 Edited at: 16th Aug 2009 21:44
Ok. Here's the first Concept art. I was trying to do an enemy, but then I saw opportunity to do the Anarchist.

I put multiple colours and expressions to give different character. Sorry for the lack of hands.

It's attached.

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JRH
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Posted: 16th Aug 2009 22:14
For converting objects from OBJ to X I use anim8or, with a free .x exporter plugin I downloaded. Works perfect.
thenerd
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Posted: 16th Aug 2009 22:40
Dared, scary! how about the one in the middle, all black?

JRH, how about a jeep?
(it could be a vehicle or static in levels) Reference Image

Monk
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Posted: 17th Aug 2009 13:41 Edited at: 17th Aug 2009 14:46
Its been a while since I intended to post these.

First: Here are some heightmaps of the Azores, will be useful later.

Heightmaps

and then in a few minutes, Ill post the link to the level map.

Edit: (1.4mb as a jpg - full sized A4) Map and mission notes
And the most-up-to-date mission notes -


I can't make my mind up about the day 14 location or how its going to work. Any ideas?

Dared1111, I agree with thenerd, the clothes look best with the middle one, but the head of the left one.

Monk

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thenerd
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Posted: 17th Aug 2009 15:17 Edited at: 17th Aug 2009 15:18
monk, that's great! how about for the ending, the bad guy flees on a boat to the last island (Graciosa). you follow him there, and have a big happy boss battle.

[edit] there are actually two more islands, but Graciosa was closer.

kaedroho
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Posted: 17th Aug 2009 15:46
Just remember that if you use huge heightmaps, in a month or so Blitzterrain will be able to stream them in realtime. Meaning the terrain size will depend on your hard drive size/speed!

thenerd
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Posted: 17th Aug 2009 15:53
which, since most people have reasonabley big hard drives, that will not be a problem. I say most because my computer's hard drive is only 80 GB. but I also have a 600 gb external, so I have 680 gb total space. still not a lot. I also still use a geforce 6200.

I need a new computer.

Dared1111
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Posted: 17th Aug 2009 15:55
What about instead of a boss battle, the player is forced to use learned abilities and get to the anti protein missile launch area before the boss does, while not a normal boss fight, it allows the player to gloat about their abilities.

Such has always been the point about boss fights, the feeling of happiness earned when you beat a boss losing little or no health/beat expectations (in the case of portal this is doing the fight as fast as possible, although in our case it is getting to missile silo first). Although then you could have a fight which is based around destroying some chosen few super soldiers/mutated monsters, which also forces you to use abilities massively, to get to the weak spot on the back, land on-top/deflect pus-filled projectiles/plasma.

kaedroho
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Posted: 17th Aug 2009 15:57 Edited at: 17th Aug 2009 15:57
Streaming works on really old pcs.

Dave Milton managed to stream in 256x256 terrain blocks at 20k/seccond. Which is quite small.

thenerd
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Posted: 17th Aug 2009 16:00 Edited at: 17th Aug 2009 16:03
Quote: "What about instead of a boss battle, the player is forced to use learned abilities and get to the anti protein missile launch area before the boss does, while not a normal boss fight, it allows the player to gloat about their abilities.

Such has always been the point about boss fights, the feeling of happiness earned when you beat a boss losing little or no health/beat expectations (in the case of portal this is doing the fight as fast as possible, although in our case it is getting to missile silo first). Although then you could have a fight which is based around destroying some chosen few super soldiers/mutated monsters, which also forces you to use abilities massively, to get to the weak spot on the back, land on-top/deflect pus-filled projectiles/plasma."
that sounds more interesting. however, in portal, I always wait until there is only 5 seconds left to drop the last part in. more suspenseful, and I like hearing all the insults.

kaedroho, awesome!

Quote: "Dave Milton managed to stream in 256x256 terrain blocks at 20k/seccond. Which is quite small."

where did he do that?

kaedroho
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Posted: 17th Aug 2009 16:09 Edited at: 17th Aug 2009 16:10
TGC newsletter November 2008. Scroll down to convention videos. And theres one called "Dave Milton - Streaming Media".

I learned how to create indexbuffered terrains in that vid.

kaedroho
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Posted: 17th Aug 2009 16:26
Monk, the edges of the islands are really sharp. This will cause huge cliffs to form around the edge of the islands.

You could either exclude the black bit or smooth out the heightmaps to fix this.

JRH
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Posted: 17th Aug 2009 17:03
Ok, Ill get to work on the jeep.
Monk
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Posted: 17th Aug 2009 17:07 Edited at: 17th Aug 2009 17:14
Quote: "Monk, the edges of the islands are really sharp. This will cause huge cliffs to form around the edge of the islands.

You could either exclude the black bit or smooth out the heightmaps to fix this."


It wouldn't take long to redo the heightmaps, but could we not just raise the water level?

Quote: "Just remember that if you use huge heightmaps, in a month or so Blitzterrain will be able to stream them in realtime. Meaning the terrain size will depend on your hard drive size/speed!"


For each level, we only need a small part of the heightmap anyway, its not like we're gonna be streaming the whole thing.

And I like your take on the boss battle Dared1111, but racing the baddies to the last launch site still leaves us a day short...

Edit: Kaedroho, are these heightmaps better?

Monk

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

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BMacZero
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Posted: 17th Aug 2009 17:08
mitch793
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Posted: 17th Aug 2009 17:12
Quote: "however, in portal, I always wait until there is only 5 seconds left to drop the last part in. more suspenseful, and I like hearing all the insults."

In portal, if you preserve one of the turrets in the big turret battle, then stand in front of it or something before you get through the imancipation device, then all of her orbs fall off before the battle even starts.
Check: http://www.youtube.com/watch?v=bSajUI1R4ns&feature=related#movie_player and view the last half of it.

If you can't find it, code it yourself!
Monk
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Posted: 17th Aug 2009 17:18
I think ive read that before BMacZero, but always worth another check out. =)

Monk

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thenerd
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Posted: 17th Aug 2009 17:36
I read it too, a great resource!

JRH
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Posted: 17th Aug 2009 17:59
Arghhh.... [rips out hair] I was near finished the jeep when my PCs power cut out. GONE!!! Setup autosave in Anim8or, and I'm off to start again. [/bald]
Monk
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Posted: 17th Aug 2009 18:09
You'd done a whole jeep in an hour?? Nice...

Thats unlucky about the power cut, it always seems to happen when your doing something important...

Monk

I like work. It fascinates me. I sit and look at it for hours.
thenerd
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Posted: 17th Aug 2009 18:37
yeah, one time that happened to me when I had just finished a huge level for a boss battle. I got so wrapped up in making it I hadn't saved for over an hour, and... poof!

JRH
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Posted: 17th Aug 2009 18:41 Edited at: 17th Aug 2009 18:42
Only the model (which is low poly as that is my technique), and its not exactly a jeep. I was thinking 'island' and 'transport' and 'water'.

Untextured Screenie

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thenerd
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Posted: 17th Aug 2009 18:47
nice! water vehicles are great!


forever loading...
JRH
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Posted: 17th Aug 2009 19:17 Edited at: 17th Aug 2009 19:19
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.

Download

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kaedroho
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Posted: 17th Aug 2009 19:22 Edited at: 17th Aug 2009 19:22
Monk,

Yes their better. Although I would prefer to exclusion map all the underwater polys out and replaces it with one big dark blue underwater plain (this just sets the water colour on the surface).

That's what exclusion mapping is there for. All the sectors underwater wont go through generation stage, wont have memory allocated for them and would be excluded from the update loop. So its much better on performance. Plus the visible polycount will drop which is always a plus.

JRH
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Posted: 17th Aug 2009 19:24
Just had a thought, in my screenshot you can't see the wheels. Its one of those boat-car things.
BMacZero
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Posted: 17th Aug 2009 19:24
It would be cool to give the water some depth...although below a certain depth you would want to exclude and fog out the terrain.



kaedroho
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Posted: 17th Aug 2009 19:26 Edited at: 17th Aug 2009 19:33
You would draw millions of extra polys just for that???!!!!!?!!

Have you seen how much water there is???

To fog out terrain is easy. You just make the terrain fade to blue round the edges. Then make this underwater plain do the rest of the work.

Just remember, Make the terrain and underwater plain BEFORE you make the water surface plain. There tends to be a few z buffer issues if you dont.

If you use the default DBPro render order. Make sure you load the water surface textures last.

thenerd
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Posted: 17th Aug 2009 19:34 Edited at: 17th Aug 2009 19:36
Green Gandalf made a nice water shader we could use:


JRH, downloading it...


forever loading...

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kaedroho
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Posted: 17th Aug 2009 19:36 Edited at: 17th Aug 2009 19:40
Is that semi transparent? its best that you get them semi transparent because if you go to the coastline, in real life you can see the bottom in the shallow parts.

Where is that water shader?

[EDIT: Found it in learning to write shaders]

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