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DarkBASIC Professional Discussion / Some nice sceenis ;)

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Puffy
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Posted: 13th Jul 2003 06:26
My lil code there should fix it...

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Dave J
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Posted: 13th Jul 2003 06:35 Edited at: 13th Jul 2003 06:37
Thanks, yeah, it's possible to just see the seams if you look close enough but who's going to stare at the background in a game that long anyway?

Edit: Just saw Puffy's post, I'll give it a try

"Computers are useless they can only give you answers."
IceBird
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Posted: 13th Jul 2003 06:46
ohhh.. my post got some responce.. thats nice to see more screenpictures please I just love to look at them

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Puffy
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Posted: 13th Jul 2003 06:47
Actually Exeat... =P leave mipmapping off.... so Set Texture 1,2,0 ... =\ I didn't look closely enough yesturday... but that one works perfectly...

EVERYONE LOVES THE PUFF!... =\
flibX0r
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Posted: 13th Jul 2003 09:06 Edited at: 13th Jul 2003 09:23
More from us. (For those that don't know, Minimark and I are in a secret allegience making games and planing to take over the world )

EDIT: My website don't like direct linking. Heres a site with the pics: http://www.freewebs.com/jellystudios/sivara/index.htm

"Time not important only life important...
I have no life so time is irrelevent..."
Twin P4 Xeon 2.0 Ghz, GeForce Quadro4 XGL 128MB, 1Gb DDR RAM, Twin 19" Flat Screens
ReD_eYe
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Posted: 13th Jul 2003 11:39
i used one of the .x models in dark matter(theres a whole folder with skyboxes and spheres)Yours looks cool exeat thanks for the code!

***Ordered Dbpro today(friday 11th)****
Saturday AM+PM: Not Dispatched
Sunday AM: Dispatching shortly
Dave J
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Posted: 13th Jul 2003 13:40 Edited at: 13th Jul 2003 16:27
In that case you need to use Puffy's code and it should fix it. Thanks for the compliment.

Quote: "Actually Exeat... =P leave mipmapping off.... so Set Texture 1,2,0 ... = I didn't look closely enough yesturday... but that one works perfectly..."

Yep, worked a treat so I can now remove the added 2 units to the plains which will in turn stop that tiny bit of distortion you don't notice. The end result however is no different to my screenshot so I guess either way works although yours is that little bit more effecient.

Should also mention that the command is now: "Set Object Texture 1, 2, 0" in DBP incase anyone was wondering lol.

Edit: Forgot to attach the new code (maybe Rich should put the Source Code field in the edit page also) so hopefully this will work:



Edit 2: I can't sepll either

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Puffy
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Posted: 13th Jul 2003 15:00
*Shrugs* I was close ... =P I just was looking at your code... tried to fix your problem... o_O and I did... read my sig... you know its true...

EVERYONE LOVES THE PUFF!... =\
Dave J
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Posted: 13th Jul 2003 16:27
You better believe it

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MiniMark
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Posted: 13th Jul 2003 16:32
SSSSSshhhh Flibs thats spose to be a secret... We are not making a video game..... World dominance is in the plan tho

There's no u in TEAM, so bugger off!!!
--Twin P4 Xeon 2.0 Ghz, GeForce Quadro4 XGL 128MB, 1Gb DDR RAM, 19" Flat Screen--
Puffy
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Posted: 14th Jul 2003 09:09
=P hehe... oh yes a new screenshot... with better textures/shadows... you can see where the waterfall river and creek are goingto be...

EVERYONE LOVES THE PUFF!... =\
ReD_eYe
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Posted: 14th Jul 2003 11:17
beautiful!!! what does it look like on ground level??

***Ordered Dbpro today(friday 11th)****
Sunday AM: Dispatching shortly
Sunday Late PM: Dispatched!! 3days since order placed!
Puffy
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Posted: 14th Jul 2003 11:22
=\ It looks better from groundlevel... only problem right now is the skybox doesnt match the textures on the matrix... so I'm making a new skybox right now ... ^_^ I'll give some screenies from ground level when I put the river, lake, and waterfall in... not to mention a new skybox...

EVERYONE LOVES THE PUFF!... =\
Van B
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Posted: 14th Jul 2003 11:47
Some real nice looking projects there guys .

About skyboxes:
I'm about to post a link in 3D Modelling with a new seamless skybox - it's had the UV's scaled down to give a 1 pixel border - means you never get those annoying lines, and does'nt need overlapped sides or special code.

I reckon the cheapest and easiest way to make skyboxes is to use Terragen.


Van-B

My cats breath smells of cat food.
Puffy
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Posted: 14th Jul 2003 13:48
o_O Thats what I use... =P My textures used to be different so the skybox and the matrix don't look alike in that picture... I'm generating a new one right now... everything is maxed out so its taking a really long time per side...

EVERYONE LOVES THE PUFF!... =\
Dave J
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Posted: 14th Jul 2003 14:49
Ditto, I used Terragen for the screenshot on the previous page.

"Computers are useless they can only give you answers."
Van B
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Posted: 14th Jul 2003 15:34
Cool - Terragen is a life saver. I wish I could use Vue Du Esprit for the skyboxes, but it's not as easy - maybe one day .

Puffy,
How are you making that landscape? - I mean, I'm guessing you make it with memblocks, but is it 1 big object?. I'm working on the terrain for Stoked2, and use memblocks to make 8x8 tile segments which are added to 1 big model - then I have a basic occlusion system that only shows the surrounding limbs. Just wondering if anyone else is thinking like me.


Van-B

My cats breath smells of cat food.
Puffy
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Posted: 15th Jul 2003 00:27
Correction... that right there is a classic heightmap... I take a 100x100 8bit image (the size in that pic)... then I blur it to smooth the matrix out... (the code does this) and finally I set every pixel to a tile... and set white to heigh (2048.0 is the max in this case) and black to low... (0...) then the matrix is created... You will find that using matrix's is a much easier task than models... you can just edit the tile height when you want something to happen... ;P you know... like an imapact by a comet.... ^_^ ask me if you need more help...

EVERYONE LOVES THE PUFF!... =\
MikeS
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Posted: 15th Jul 2003 00:46
So basically you

1.)Take 100x100 8bit image(or whatever size)
2.)blur it (how do you go about doing that?)
3.)set every pixel to a tile

I'm a little confused on that myself. I'll have to do a little more research I suppose .

That heightmap really looks awesome though.
I'm eager to see from the ground level perspective.



Yellow:Wanna publish my game microsoft, cuz i no u rich so...Can I have my bag of money now?
Microsoft: *snicker* Tip of the month-Microsoft will never(probebly) publish your game.
Van B
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Posted: 15th Jul 2003 03:02
Here's an early shot of Stoked2, only been working on the engine for a couple of days - lots more detail to be added.




Van-B

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MikeS
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Posted: 15th Jul 2003 03:06
Looks awesome Van-B.

A great improvement graphically over stoked 1.



Yellow:Wanna publish my game microsoft, cuz i no u rich so...Can I have my bag of money now?
Microsoft: *snicker* Tip of the month-Microsoft will never(probebly) publish your game.
Mattman
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Posted: 15th Jul 2003 03:37
sweet

---Mattman
DID YOU KNOW THAT ???
Puffy
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Posted: 15th Jul 2003 10:10
Van B... o_O Do you know how to change the textures to your liking in Terragen... like loading actual pictures???... Oh yes... and if you need any help just give me a shout... ^_^ That looks really good... I'd love to help... OH YES... I have some improvements over that pic I posted... like a waterfall/plants/water in the river and lake... =P Now I'm working on reflections... ...

EVERYONE LOVES THE PUFF!... =\
Puffy
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Posted: 15th Jul 2003 10:12
Oh yes... and Van B... an easy way to give a sort of shady lighting effect would be to normalize the object... I think... =\ as I remember from the matrix showcase it kinda makes a matrix shimmer... =P could add an interesting effect... ^_^ Plus don't forget heat waves...

EVERYONE LOVES THE PUFF!... =\
Dave J
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Posted: 15th Jul 2003 10:32
Quote: " Correction... that right there is a classic heightmap... "

Lol, that's what Terragen's main use is for although I wish there was a way to use the surface maps to texture a matrix based off a Terragen heightmap because that would just kick ass. Especially as it would essentially allow you to have your terrain exactly the same as your skybox.

"Computers are useless they can only give you answers."
Van B
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Posted: 15th Jul 2003 12:12
Thanks guys,

Puff,
The object is normalised, it calculates all the normals before making the landscape object, it's just that normals don't show up very well on that texture and the ambient light is still at it's default. There will be lots of smoke and dirt effects, on that level you'll leave a trail of dust behind you, sorta like a rally game - but I'm planning on having muddy levels too, I'll try and get as many different weather conditions in as possible .

Your terrain sounds cool, please post another screenshot of the waterfall when it's finished.


Van-B

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Puffy
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Posted: 15th Jul 2003 12:30
^_^ Oh I will... o_O In one of your levels be sure to have some kind of "Sand Storm" warning... so if they don't wait they get a time penalty... just to show off some particles ...

EVERYONE LOVES THE PUFF!... =\
Van B
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Posted: 15th Jul 2003 13:16
Yeah, there will be more deserty levels too - like big sand dunes that you need to keep control of the bike on (sand is pretty terrible to ride on, bike keeps sliding from under you). There'll be an explosion of particles when you wipe out as well, if I get my ragdolls working it should look great with the rider being thrown down a hill, kicking up dust all the way until he lands in a heap with his knee's back to front . That style of level is more for freestyle riding, a few racetracks will be carved into each level and the rest will be rougher off-road bits - a problem with Stoked is that the levels are so huge that you don't really get to explore, there'll be lots to find and do in the sequel. I reckon reducing the fog range and rolling some dust particles over the hills would do the trick. Maybe even make it so you have to avoid the sand storm for as long as possible, like a survival mode.


Van-B

My cats breath smells of cat food.
MrTAToad
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Posted: 15th Jul 2003 17:03
DarthPuff - Have you got a 3D (3DS,Cinema4D etc) version of your logo, by any chance ?

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins and other exciting things - oh my, yes!
Puffy
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Posted: 16th Jul 2003 03:18
=\ I used to ... the background was made in 3DSMaxr3... I'm sure I could make one pretty quick...

EVERYONE LOVES THE PUFF!... =\
Puffy
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Posted: 16th Jul 2003 03:20
=P Oh and Van-B... you could make it so they can break there bikes right?

EVERYONE LOVES THE PUFF!... =\
MrTAToad
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Posted: 16th Jul 2003 15:45
Sorry, I meant your avatar by the way... If you've got one, any chance of e-mailing it to me ?

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins and other exciting things - oh my, yes!
Dave J
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Posted: 16th Jul 2003 17:28
Quote: "nPower - thats an electrical company...
"

Are those the guys who made that awesome Flash cricket game? Boy that was a great game.

"Computers are useless they can only give you answers."
MrTAToad
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Posted: 16th Jul 2003 18:34
Not unless our electricity companies are diversifing...

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins and other exciting things - oh my, yes!
MrSevenHands
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Posted: 16th Jul 2003 20:28
What did youn use to make that city juso????
Jmansr
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Posted: 16th Jul 2003 22:39
Hey thanks for that little command. Fixed two problems that have been killing me.



Blue Blood FX
Check it out, RIGHT NOW!
http://blueblood.bandedsoftware.com
Puffy
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Posted: 17th Jul 2003 06:11
That looks much better... its running faster too... ... Ugh... actually I do MrTaToad... =\ but I'd rather have raven make me a new one...

EVERYONE LOVES THE PUFF!... =\
MrTAToad
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Posted: 17th Jul 2003 11:03
Okay

Good news everyone! I really am THAT good...
http://www.nickk.nildram.co.uk/ for great plug-ins and other exciting things - oh my, yes!
Dave J
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Posted: 17th Jul 2003 12:03
Quote: "Not unless our electricity companies are diversifing...
"

They must be then unless this is a different nPower: http://www.npower.com/ o_O

"Computers are useless they can only give you answers."
Van B
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Posted: 17th Jul 2003 13:10
Puff,

Yeah, you'll be able to buckle your bike, not break it up as such, but buckle the wheels and snap the suspension - the bike will eject the rider and go flying off cliffs etc .

I'm getting about 140fps in a 1.1 athlon with a GF2, not too shabby considering I have over 12,000 bushes on the terrain.


Van-B

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Ratty Rat
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Posted: 17th Jul 2003 14:11
As I had not really tried out the 2D stuff I thought I`d try a puzzle game, heres a work in progress shot:



"Don`t try to engage my enthusiasm, I don`t have one"
Juso
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Posted: 18th Jul 2003 12:42
MrSevenHands,

I made buildings with TrueSpace: all 50 buildings are in one object with about 20 textures. Cars and people are from DarkMatter/GameMaker. Other things are done also with TS (they are all separate objects which I move from street to street where camera happens to be).
MrSevenHands
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Posted: 18th Jul 2003 17:40
thanks! looks good BTW.
keeblerElf
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Posted: 19th Jul 2003 07:45
Juso your city looks awesome. What FPS does it run at on your comp?

Juso
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Posted: 19th Jul 2003 12:37 Edited at: 19th Jul 2003 13:05
It run at 40 fps in patch 3, but it dropped to 20 in patch 4
Im waiting patch 5..6 or else I have to decrease number of objects in screen somehow. I have 1400 MHz AMD and Geforce 2.

Here is one more shot. As you see traffic lights are working!

kevinthekangaroo
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Posted: 19th Jul 2003 17:38 Edited at: 19th Jul 2003 17:38

At runtime the camera flew around the matrix no problem at a framerate of 70fps with a lot more quality than a cropped & compressed jpeg.

No power? Hah!

ReD_eYe
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Posted: 19th Jul 2003 17:59 Edited at: 19th Jul 2003 17:59
sweet city juso, are all the people are moving about too???
how big is the city???
nice shot kev, did you do that with your matrix editor??

You know whats weird???
Donald duck never wore pants, yet everything time he got out of the shower he put a towel around his waist...
Whats with that???
kevinthekangaroo
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Posted: 19th Jul 2003 18:48
Yep! Finished the editor this morning, made a quick test matrix.
Unfortunatly I'm not good at textures, it could look better.

*stares in awe at the matrix higher up* How is that possible?

keeblerElf
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Posted: 19th Jul 2003 22:02
Juso that's amazing...If I remember correctly GTA 3 only ran at 30 FPS so 20 isn't really that bad considering all that it looks like your program is doing at once

Dave J
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Posted: 20th Jul 2003 07:19
Juso, I think the sheer number of people in the scene could be slowing the game down. I.e. If they're high poly then they'll slow it down a lot, from the distance you're at they shouldn't be more then about 200 poly each however if the player went closer up then the LOD could go up to about 1000 polys. That may be one solution to your speed problem

"Computers are useless they can only give you answers."

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