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Geek Culture / You got to have a look at this....

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IonStorm
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Location: United Kingdom
Posted: 7th Jul 2003 00:32
I was wondering wether Darkbasic/PRO could do this..

http://www.blitzbasic.com/tmp/cubed.zip

I doubt it LOL.

Regards.

Ion
Solidz Snake
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Posted: 7th Jul 2003 00:37
i saw another version of it last year, being done by a newcomer in the 20-Lines Challenge.

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Mattman
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Posted: 7th Jul 2003 00:41
*chuckle*

---Mattman
DID YOU KNOW THAT ???
Hamish McHaggis
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Posted: 7th Jul 2003 20:41
It's funny how he got all those fancy graphics, yet there is a massive error in the physics - you can fly ! I'm sure DBPro could do most of that, maybe not the water reflections, but that is about it. DB is perfectly capable of doing particle effects and lighting, all the rest is just objects.

cuRant PRogekt: a three-de map editer
Why the hell'd you ask me for crying out loud!?!
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Ian T
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Posted: 7th Jul 2003 23:14
That's pretty simple. What makes you think DBP couldn't do it?

The water reflections are easy also... sphere/reflection mapping, or a camera's display altered with memblocks... nothing too difficult.

--Mouse

Famous Fighting Furball
Ian T
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Posted: 7th Jul 2003 23:16
Oh I see how it's done. Well that's extremely easy...all it's doing is altering the mesh which is textured with a snapshot of the room. Simple.

--Mouse

Famous Fighting Furball
andrew11
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Posted: 8th Jul 2003 03:01
Probably some noob who can't comprehend DB.

"All programmers are playwrites and all computers are lousy actors" -Anon
Shadow Robert
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Posted: 8th Jul 2003 04:04
mouse did you play the demo... its not - infact the setup is quite clever

dbp can do it easily, i'll show you once i have a similar room made (i can't load b3d files so i can't use his annoyingly) ... i mean you could technically use a screenshot of the room and scroll it, but it wouldn't give the same angle of attack that the camera gives the reflection when you move the mouse up and down

lcfcfan
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Posted: 8th Jul 2003 04:19
That is a very impressive demo i would really like to see something like that in dbp.

Arrow
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Posted: 8th Jul 2003 04:34
Don't know about you guyes but it ran at a horrible framerate on my computer.

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Mattman
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Posted: 8th Jul 2003 04:35
it worked fine on mine...

---Mattman
DID YOU KNOW THAT ???
Shadow Robert
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Posted: 8th Jul 2003 05:02 Edited at: 8th Jul 2003 05:09
i'm tinkering with a world in max atm - well between messages on aim (^_^) ...

[edit-]
worked fine for me too... pretty nippy, the controls are sluggish through which can give the impression its slow i guess.

Eric T
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Posted: 8th Jul 2003 09:37
worked fine here, until the power outtage(damn Utah Power)

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Shadow Robert
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Posted: 8th Jul 2003 10:21
Utah Power... dum-de-dum'di'didummmm dum-de-dum'di'didum
hehee (i'm sure the older users will get that, christ i wanna find my CD of that now... i hope i have it on CD not LP)

well anyways, after my reminisance of a quality band of yaw lol
i think i might goto bed in a min, its early but i'm pretty tired



that'll be the world, kinda - i mean imagine the floor being reflective marble, some water in the middle, glass in those kinda dark bits at the top ... (christ i sound like that architect before he totally ruined my mom's place lol)

i'll probably get to finishing up the level and working out the mapping etc as soon as it wake up ... not sure if i should do the level as a .X and try to apply some lightmapping using the multitexture command or to compile as an bsp and ust that instead.
i'm sure someone will give me an idea for that

Hamish McHaggis
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Posted: 8th Jul 2003 11:17
Pretty sweet Raven . The thing about most DB games/demos that I find is that they all have the same graphical style (usually the textures), it'd be cool if you could make yours look as different as you can. Try and add a few more effects too Raven , go one up on that other demo, It'd show up IonStorm for posting about something he knew nothing about .

cuRant PRogekt: a three-de map editer
Why the hell'd you ask me for crying out loud!?!
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Dave J
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Posted: 8th Jul 2003 11:19
Very nice, I like the architecture of it rather then the BB one which is just a boxed room. In any case, it'd be a great tech demo for the site if all goes well.

"Computers are useless they can only give you answers."
Shadow Robert
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Posted: 8th Jul 2003 13:29
i've not finished with it yet - not going to bed yet, i've got a burst of motivation (in the form of a fit blonde) ... i've gotta just go off for like an hour or two, and i'll be back bloody happy and stoked to program.

yeah i can't stand the lack of architecture in his demo either, but hey what ya gonna do (well make a better one obviously hehee)

i'm adding 3 forms for doing the reflections, his way, my way, the way its ment to be played way

also try running the bb3d demo in 16bit hehee the water disappears quite amusing.

Eric T
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Posted: 8th Jul 2003 14:15
nice shadow effect,and the room isn't one big cube, what prog you use to make that??

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Shadow Robert
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Posted: 8th Jul 2003 16:08
3d Studio Max 5.1.1 w/CgFX using the Luma Render Engine

incase your unaware what LumaRE is, its the real-time rendering engine which is the core of 7th Day Project...
i've gotta learn howto make it so that i can use it as the display driver, cause it actually renders faster than my Dx9 one lol

well i've had my little, break now and i'm gonna get on with it again now
yeah the textures will not be the same old same old - it'll have a very smooth look so don't worry.

Ian T
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Posted: 9th Jul 2003 00:10
Hmmmmm, I was going to do this but I see I've been beaten to it .

Well, let's see how it goes

*Grabs popcorn and cheers for DB from the sidelines*

--Mouse

Famous Fighting Furball
Shadow Robert
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Posted: 9th Jul 2003 06:29
lol ... ya know i've not totally finished the level yet (damn'd blondes and thier distracting ways)

but i'm still torn between X and BSP
see with BSP i can make the Lightmapping inclusive, whereas with .X for the same effect i have to combine 2 UV Maps then blend each texture and load it seperately per section one texture image (which could take s while (multitexturing in dbp my ass - oh erm did i say that out loud?!)

i mean i'd like to just like span a single texture over certain surfaces than truely unwrap an entire model of this size and complexity - suppose i could use Kevil's Lightmap editor, but i'm not sure it'll handle it properly, and the produced result might be offset so that it overlaps in long distances.

well anyone have any ideas other than those to produce lightmaps? i've not used the lightmap command before so i'm not sure it does a standard box lightmap on the object or if you have to already have premade the lightmap.

Shadow Robert
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Posted: 9th Jul 2003 09:49
god... i just looked up at this level ... and realised - i'm making bloody croft mannor.

so, i'm thinking - hell why not so don't be surprised to see Miss Lara as the character you can run around with

Shadow Robert
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Posted: 9th Jul 2003 11:15
man... i've thrown a few basic textures over the pool room - added a lil more stuff, setup the walls so that it can be viewed from the inside & outside.

really had alot of my attention diverted, which isn't good - thankfully everyones gone to bed now so i can actually get some work done.




well gonna get back to it now... probably going to make the entire house now rather than textureing as i go - seems like that'll be the simplest solution right now, then i'll texture it as a whole later when i can work on everything at the same time. Then it can all match

Martyn Pittuck
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Posted: 9th Jul 2003 11:31
wow

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Eric T
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Posted: 9th Jul 2003 11:35
damnnnnn nice sh*t(well it techniclly not shit cause it is good, but its slang)

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Joeyjoejoe Shabadoo
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Posted: 9th Jul 2003 13:23
Enough screenshots where is the link to see this (ravens thingy). I probably missed it.
Dave J
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Posted: 9th Jul 2003 16:09
It's a WIP so there is no download yet.

Again, looking very nice and although I know those textures are temporary but for the final version I hope you put a lot of variety into them and not the same marble all over.

"Computers are useless they can only give you answers."
Shadow Robert
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Posted: 9th Jul 2003 17:30
don't worry i've got the style going now, might show some more screens of the grounds in an few hours once i completely finish.

decided to go with making the grounds, exporting that as a BSP
then i'll export a DirectX with helpers which'll be taged and numbers... so like

lit_28 will load object 28 (in this case a lamp model) and then it'll add a light style glow ... or fire_28 would add a fire effect.

just playing with the system really but it should allow people to make thier own little levels for this and load them using the command line
(thought if the jobs worth doing, its worth doing right!)

Shadow Robert
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Posted: 9th Jul 2003 21:46
oki i'm gonna be spending a bit more time on enhancing this so i've decided to quickly essentially a clone of the one above - well after i go pee anyways (i'm bursting here incase anyone is interested )

after i finish the demo, (shouldn't take more than an hour if that) i'll be working on a new DLL for better mesh access...
"why? oh why?" i head you cry - put simply i wanna get atleast a basic interface of Karma done to do this i need lowlevel mesh data, its all a whole catch22 thing really ... long and short is i'm giving you all Blitz3D control over mesh data you've loaded/created

however i'm not sure howto actually pass created instances to allow brand new primative types it is only a matter of time <evil laughter sound - 404 not found>

and what does this have to do with this pretty sweet looking level? well quite simply i wanna do the water with softbody dynamics and i also want proper multi-textureing & projected/decal images.

so the next 24hrs are gonna be just truely insane but hey if this all works we're all gonna be ALOT happier hehee

Hamish McHaggis
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Posted: 9th Jul 2003 23:31
yeah!

cuRant PRogekt: a three-de map editer
Why the hell'd you ask me for crying out loud!?!
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Shadow Robert
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Posted: 9th Jul 2003 23:45
ugg... i have bags under my eyes and i just spent like 40minutes fighting with bloody GTKRadient to import my .map and then compile it... at which point it threw a hissy fit and closed.

lol so sod lightmapping cause i'm not sure i trust the dbp bsp converter.
hopefully in like 20-30mins i'll be finally done, if my eyes stop yawning lol

Shadow Robert
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Posted: 10th Jul 2003 04:01
lmao... oki well about 2mins after i posted i fell asleep
just woke up to see a tonne of people i don't know around me with one of my speaks apparenly damaged (i didn't care how, but i've just thrown out a room of about 20 people ... and i'm in one hell of a foul mood. What gets me is no f**ker would own up to it bloody hate these people)

might try to wake up a little more and calm down actually get back to this ... but this has really pissed me off - i mean it looks like someone took a bloody run up and kicked it in grr why the hell do people do this? i mean they're in someone elses f**king house, they should show a little f**king respect for the property.
swear i'd had it past the mark with all of these people around all the sodding time - they wanna socialise they can do it from thier own f**king homes, maybe i should go round thiers and vandlise something of theirs

this might take a while to calm down

Joeyjoejoe Shabadoo
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Posted: 10th Jul 2003 11:46
Where did these people come from? And kill the one that broke your speaker.
Dave J
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Posted: 10th Jul 2003 11:59 Edited at: 10th Jul 2003 12:00
o_O

Just kick everyone's speakers in, that way you know you got the guy heh.

"Computers are useless they can only give you answers."
Pincho Paxton
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Posted: 10th Jul 2003 12:27
Hmmm that building is fantastic! I'd sooner be Neo than Lara! Then I could shoot some chunks out of those lovely pillars!..LOL!
Shadow Robert
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Posted: 10th Jul 2003 13:21
well you've not played as lara recently then
the people showing up is just what happens when you live with other guys who like to party ... i'd put up with alot of things but my speakers were bloody expensive and my home (even if technically i'm just lodging) ain't gonna be vandalised.

that aside, i'm working on something now so here is just the code to achieve the same sorta thing the demo does - just add your own graphics to get the full effect.



then just throw in there some controls, bsp collision and flip the inWater value whenever you go into the water.

effectively that is ALL that demo is

Puffy
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Posted: 10th Jul 2003 13:53
^_^ Looks good Raven... show those Blitzers whose boss...

EVERYONE LOVES THE PUFF!... =\
Darkheart
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Posted: 10th Jul 2003 18:47
Isn't anyone going to post an executeable demo?

Darkheart

Shadow Robert
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Posted: 10th Jul 2003 18:50
lol... oki oki when i stop fighting with GTKRadiant i'll post an executable JUST for you

David T
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Posted: 10th Jul 2003 19:02
That water is mighty impressive

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Ian T
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Posted: 10th Jul 2003 22:04
If I woke up with 20 people I didn't know around me, I think they'd all shortly end up in pieces, in a dumpster that is unless they're also skilled at martial arts

--Mouse

Famous Fighting Furball
Puffy
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Posted: 11th Jul 2003 05:22
O_O *Backs away*

EVERYONE LOVES THE PUFF!... =\
Shadow Robert
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Posted: 11th Jul 2003 05:59
lmao... you get used it i guess
i have a habit of falling asleep in public places though so it doesn't suprise me - once fell asleep in school assembly and no one woke me up until the janitor came around pickup all the chairs :">

and this isn't like my place i just live here, so i can't really complain i don't know them cause one of my roomies probably knows atleast a few of them.

well anyways... lets see what Raven can come up with this fine afternoon - i've had my nice well earnt rest now, i've got a good few documents on creating Voxel/LOD/Adaptive Patch Matricies ... so hopefully i'll see what i can do with that over the next day or so, i hope to get terrain patchs similar to what can be achieved in Generals (just don't expect miricles without actual Shaders )
But i think like a MipMapping terrain (automatically adjusts for camera's depth and such) along with 4 layer textures each capable of a blend map and blend effect perhaps some builtin shadow mapping?

i'll make a header to it available so anyone who wants to tinker with the data post creation can god knows what you could do with that, but i'm thinking perhaps physics and stuff.

think i might make some funcitons similar to the matricies, so that you guys can have like some REAL control over the index points.

but for now i think i'm gonna tinker in GTK make a nice simple little level - just to make an exec for some people, i think i'll use that water routine for that blitz guy who converted his wave thing to dbp cause that'd be awesome for like a fountian effect
also put in a player so that i can show some proper realtime reflection (i'll just nick one from Q3 can't be arsed to make one)

technological style might be a nice effect for this i thing

Ian T
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Posted: 11th Jul 2003 06:18
lol... why not just make something that barely beats B3D's demo? I mean, that sounds like it'd take days/weeks more depending on your wokring timeframe

--Mouse

Famous Fighting Furball
Puffy
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Posted: 11th Jul 2003 06:21
o_O I can't wait to see it raven... =\ I just woke up... at 6:00pm...

EVERYONE LOVES THE PUFF!... =\
Shadow Robert
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Posted: 11th Jul 2003 06:23
lol... its more like i have several things on the go right now - as soon as i started that original world i realised i needed terrains for my DersetFox game (which is set for a week-monday beta release) which then got me to remember to sort out DarkKarma...

this shouldn't take more than 30mins to actually code once i've finished the level editing, unfortunately the graphics are what takes me the longest to create if i'm working on my own.

Puffy
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Posted: 11th Jul 2003 06:29
Yeh... =\ msg me if you need ne help...

EVERYONE LOVES THE PUFF!... =\
Martyn Pittuck
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Posted: 18th Jul 2003 11:07


Web Design Starting from $200. Special limited offer. MSN or Email me for more information.
Hamish McHaggis
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Posted: 18th Jul 2003 11:20
Raven, have you got any further? I want screens (ahh! new smileys )!

cuRant PRogekt: a three-de map editer
Why the hell'd you ask me for crying out loud!?!
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Joeyjoejoe Shabadoo
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Posted: 18th Jul 2003 15:21

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