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puzzler2018
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Posted: 24th Feb 2019 10:45
Using the idea from Chafari - If thats ok??




Just need to convert the AGKs primitive objects to the tank and soilder ones and think we there

Need to look into finding the vertex positions to raise or lower land and a pointer position.

That the next step.

We will get there...

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puzzler2018
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Posted: 24th Feb 2019 11:03 Edited at: 24th Feb 2019 11:14
Doing it this way too with heightmaps, will some how has turned into Populous The Beginning

which makes things look and feel like the next version



All depends which version we really want to tackle

Ive posted tuns so Catch up soon

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puzzler2018
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Posted: 24th Feb 2019 11:46 Edited at: 24th Feb 2019 12:05
Back to the height map

You can walk around this version


Enjoy

Going to get my sunday duties done now, catch up soon
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puzzler2018
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Posted: 24th Feb 2019 12:34


Shall do some more later to use the functions that we have learnt to move them about on the map too

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chafari
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Posted: 24th Feb 2019 12:46 Edited at: 24th Feb 2019 12:47
Nice video puzzler . I made a new update in the tilt code .




Attached complete project

I'm not a grumpy grandpa

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puzzler2018
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Posted: 24th Feb 2019 12:54
Thanks

I have implemented the moves for the soldiers



Will wait for Fubarpk now

I shall take a look at yours too

Thanks
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fubarpk
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Posted: 24th Feb 2019 13:24
looks good, think we would need an animating soldier to do it that way
fubar
puzzler2018
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Posted: 24th Feb 2019 13:35
ok thats what i was afraid off - im not a good modeller

ill try and convert the map back to the Original idea but still using height map and see how that works so can miniturise the models more.

But least then can move the models on the land now

maybe even create a automatc texture map like cubes, and then been able to raise and lower the height map where the pointer is

Bear with me whilst i work that out


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fubarpk
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Posted: 24th Feb 2019 13:39
I notice while I was getting some much needed sleep tho some good progress lol
fubar
puzzler2018
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Posted: 24th Feb 2019 13:52 Edited at: 24th Feb 2019 13:54
Whoops - i sometimes have a habit of that




Converted the texture to create own grass like and changed the camera angles to look and feel like populous 1. Can move around now.

The land is massive too so have a nice walk?

and we can also by using image memblocks change the colour of the texture of the land by changing it on teh image memory and re-applying to the map
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fubarpk
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Posted: 24th Feb 2019 13:53
@Puzzler I just emailed the animation file of the soldier to you the problem I had is its a blender file
and if I export as 3DS it loses animations
if I export as .x it also loses animations
but if I export as .fbx the animation works but theres some vertexs that are messed up

you may have more luck exporting it than me

Then would just need a tank that's animated have the heli already but would need rotor blades for the back on the side
they can be done the same way they are for the top blades just some rotation and placement
fubar
puzzler2018
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Posted: 24th Feb 2019 13:56
ok cool - ill take a look later...

Cheers
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fubarpk
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Posted: 24th Feb 2019 14:01
@chafar I was looking through your code and came across sleep(300) changing my personal program to sleep(365days) would be nice
fubar
chafari
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Posted: 24th Feb 2019 14:26
Yeah Lol I only use sleep 300 when I want to slow down to show things in low motion....not other purpose.

About exporting models with animation from blender...I have never had any problem with .x you just neet to configure the export method....static animation etc
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fubarpk
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Posted: 24th Feb 2019 14:54
Quote: "About exporting models with animation from blender...I have never had any problem with .x you just neet to configure the export method....static animation etc"

Think I used a diff program for the .x as I just checked I don't have a .x exporter which one did you use ?
fubar
puzzler2018
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Posted: 24th Feb 2019 15:31
Bear with me, im currently working out how to get the vertex index depending on where the mouse is located. so we can click left to raise that vertex and surrounding vertexes
or right click to lower the ground

Suppose we could use the same principle as imagememblocks

- Convert mouse position to 3D Space
- VertexIndex = (mouseposy * widthofmesh) + mouseposx

but i doubt it would be that simple..

This will be a while....



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puzzler2018
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Posted: 24th Feb 2019 16:59
Does anyone recollect this

https://forum.thegamecreators.com/thread/221994#msg2622768

Happy Days.....
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fubarpk
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Posted: 24th Feb 2019 20:16
Sure do
fubar
puzzler2018
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Posted: 24th Feb 2019 20:24 Edited at: 24th Feb 2019 20:25
Now we have put something together today as a different route.

Which do you prefer to continue with, i dont mind either.. but dont want it to make it difficult to programme for either
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fubarpk
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Posted: 24th Feb 2019 20:52
not really sure to be honest
I think with the larger map view and animated objects could be nice (slightly more overheads)
and the original above view is good too but wont need too many animated objects which may work better for mobile

Im happy to leave that up to you

What does Chafari think?
btw i tried the .x export as you suggested thanks for that but i must be doing something wrong because when i load into AGKs
model viewer its not visible it says the animation name and all but says it has no children. So it may be a problem with the model
perhaps can i send it to you to take a look via email (message me if I can)
fubar
puzzler2018
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Posted: 24th Feb 2019 20:56 Edited at: 24th Feb 2019 20:56
Id like to stay with Populous original and work hard on the movements of the object - Populous - The Beginning would be a new venture.

I spent a lot of hard work last week making what we did - id like to continue that to be honest

I havent touched animated objects yet and that scares me to rush into that arena too quickly LOL
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fubarpk
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Posted: 24th Feb 2019 20:57
Cool ide like to go with the original populous concept way too
fubar
puzzler2018
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Posted: 24th Feb 2019 20:58
Cool - lets keep going with that...
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puzzler2018
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Posted: 24th Feb 2019 21:03
Here is what we have so far including your bits and peices



Use this as a new master

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fubarpk
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Posted: 24th Feb 2019 21:04
Im happy with that, I think Chafari was onto a good thing with height maps but that brings a whole new world of problems
and altho my movement routines weren't perfect they worked quite well for what we needed. As there may be a 100 units
moving at a time so the lower the over heads the better.

I noticed the red/green units in the code that may be a good idea if the colouring doesn't look right I could make a different
texture or perhaps greyscale the textures that way setting the colors aswell would work as expected
fubar
puzzler2018
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Posted: 24th Feb 2019 21:15 Edited at: 24th Feb 2019 21:17
Yeah i was thinking of the premise of having good team greens (building our Territory and a bad team (reds) who likes to blow the good ones things up lol

but the good ones (green) as bazookas and destroy the houses and land to make inactive volcanos - for them to start rushing about rebuilding their stuff
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fubarpk
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Posted: 24th Feb 2019 21:16
I like the idea of greyscale and colouring objects
so I uploaded greyscale images
http://users.tpg.com.au/subarpk/media.zip
fubar
puzzler2018
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Posted: 24th Feb 2019 21:36
That will be interesting to see your thoughts on this, colouring good and baddies better perhaps - awesome...


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fubarpk
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Posted: 24th Feb 2019 21:43
sure will be and to the master


fixes the numeric keypad map movements

I used colouring in blocklifter, but sometimes its better to use a different texture ie the faces will change colour of the soldiers too
but different colour teams is a great idea could perhaps have a selection of colours or perhaps go down the command and conquer
theme with different army types
fubar
puzzler2018
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Posted: 24th Feb 2019 21:53
Excellent 4 quater modes and multiplayer interaction i see coming

Green (you)

Red, Yellow and Blue for the 4th Quarter multiplater modes - look after our belongings or else - maybe more.

Keep thinking alive.. Love it.

Maybe tint any objects of ownership of their buildings, so can we know which buildings to upset lol

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chafari
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Posted: 24th Feb 2019 22:02
@ fubarpk ok send me your model ...let see what I can do with it ...
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fubarpk
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Posted: 24th Feb 2019 22:24
Quote: "@ fubarpk ok send me your model ...let see what I can do with it ..."

can you im your email address
fubar
puzzler2018
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Posted: 24th Feb 2019 22:27
Probably wont on a post - we all fragile creatures lol - click the Email button though - that might help
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chafari
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Posted: 24th Feb 2019 22:28
Yes....let me know if you can not find it
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fubarpk
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Posted: 24th Feb 2019 22:33
Just bathed the dog so time for me to shower lol have a few things to do then speak later
fubar
puzzler2018
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Posted: 24th Feb 2019 22:38
Nice story - thanks to let us know what you up to in spare time lol
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puzzler2018
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Posted: 24th Feb 2019 22:50 Edited at: 24th Feb 2019 22:51
jeeeeze 2k views already -hopefully not by the same peeps.. anyone else got any suggestions - it only looks like fubarpk, chafari and me...

All ideas welcome... from everyone...- dont be shy
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chafari
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Posted: 24th Feb 2019 22:53
@fubarpk ...It works perfectly here...but just one thing ...you shouldn't link the gun to the soldat in blender but in Agk ....I trying to get mesh num and scale it to 0.0.0 ...when ready I will send it back to you bya PM
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puzzler2018
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Posted: 24th Feb 2019 23:01
Get the movements right on the map we have, then we can work on A.I. flight or fight
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chafari
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Posted: 24th Feb 2019 23:12 Edited at: 24th Feb 2019 23:23
I'm on it.... the model is perfectly exported and I can view it Deep Exploration . When I import to Agk, the gun is huge , and the soldat looks like some bones are not properly fit to vetex ...let me a minute ..


I will rig it again to see what happens .....it must be a problem with Agk loading fbx and x ....it use to happen if there are vertex without bone asigned of if we scale mode to fit bones. I will work tonight to see if I can help it .
Cheers.
I'm not a grumpy grandpa
puzzler2018
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Posted: 24th Feb 2019 23:13
Ill take a look at the movements tomorrow im afraid - pillow is waiting for me... plus i need to understand your codes - all good im sure but i need to understand what its really doing

I just need to understand your code - maybe can reduce it better

ill examine it tomorrow. im dead a sleep. in a sleep walking fashion at moment. feel like a zombie on legs

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chafari
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Posted: 25th Feb 2019 00:27
Hi there.

I sent fubarpk the soldat.rar with the animation but without the gun . The code I use is :



I'm trying to hide the mesh that looks near the head...no idea what that is
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puzzler2018
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Posted: 25th Feb 2019 00:54
Frig me - this thread is storming....but no inputs from anyone except fubarpk or chafari... dont understand...
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puzzler2018
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Posted: 25th Feb 2019 15:51
Yeah - must admit - i like the sound of different teams having different colors for their teams/choppers and tanks - so the main player can look after his own stuff and try and keep enemies away, we can have mode of difficult

Our own team

one extra team to contend with - difficulty easy
two extra teams to contend with - difficulty medium
three extra teams to contend with - difficulty - super difficult

Shall crack on with the world map and helping out with the movements of the objects

Come back later
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puzzler2018
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Posted: 25th Feb 2019 16:00
Maybe we could change the land colour of who has beaten owner ship of the land too.

Green land is ours land

Red land- red teamsland

Yellow land - yellow teamsland

Gray land - gray teamsland

Black land - black / white teams land
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chafari
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Posted: 25th Feb 2019 18:49
Quote: "Frig me - this thread is storming....but no inputs from anyone except fubarpk or chafari... dont understand..."


I know that feeling
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fubarpk
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Posted: 25th Feb 2019 23:25 Edited at: 25th Feb 2019 23:31
If you change the setupobjects to this

Potentially we have a little team in the making

atm it sets up 6 soldiers a tank and a helicopter all heading the same random direction possibly some form of
formation attack. They are all set at the same speeds with the setforwarddirectionvector function atm cos the
tanks were running into the soldiers lol


PS:I commented out the addtower function to see it proper
fubar
fubarpk
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Posted: 26th Feb 2019 04:51 Edited at: 26th Feb 2019 05:03
even better 4 teams created at startup that move in random direction


there is a lip they get stuck on around the edge of the map but apart from that they work well
and they aren't using the new images for each team yet as I haven't uploaded them
fubar
puzzler2018
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Posted: 26th Feb 2019 08:35 Edited at: 26th Feb 2019 08:48
Cool - just had a test and works quiet well - thanks

FPS has jumped from 200 ish down to 90 odd, not sure why - ill take a look

EDIT - it is all those objects been created.... maybe we can set all objects to invisible if they are off the scale of the map (outside the frame) and make appear when inside the frame - that will help i think

Shall look at this next and post an update with all your updates

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fubarpk
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Posted: 26th Feb 2019 08:48
think that happened when perlin was added, well for me anyways
fubar

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