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Derekioh
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Posted: 23rd Jan 2011 00:41
Alright, cool. I'll see what you guys have done since I've left and go from there

thenerd
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Posted: 31st Jan 2011 01:57
If anyone wants to model a few things, here are some ideas for models that would be useful:
-Cars/trucks
-Sandbags
-Rocks
-Trees and tropical plants
-Broken bottles/various rubbish
-Low-poly LOD buildings and scenery

BMacZero
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Posted: 31st Jan 2011 03:08
I've still got your crane in mind. I'll at least finish UVmapping it and post it, if I can I will texture it as well.

thenerd
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Posted: 31st Jan 2011 20:57
Oh good, I almost thought you had forgotten...

BMacZero
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Posted: 9th Feb 2011 08:08
Okay, well I'm having a lot of trouble finding time to texture it, much as I could use the practice. So I'm going to just upload the mesh for you. Maybe someone will give it a go. It is UV mapped already.

Good luck .

thenerd
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Posted: 9th Feb 2011 12:33
You did an amazing job on that crane!

Do you have a texture with the outlines of the UVs?

Wyldhunt
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Posted: 9th Feb 2011 12:48
I have some trees and rocks that I may be able to donate. Smaller plants are generally just billboards or very basic designs. A large bush may just be an X billboard, sometimes with one horizontal plane. I'll see if I can dig up a few examples from my old games.

If you want trees and plants with bones so that they can sway in the wind better, that would be a bit more difficult. If you want advanced trees such as that, you'll have to wait for me to buy Tree Party(In a few weeks, I'll have it). I am not a texture artist (Not really a modeler either...), so don't expect much from the textures.
thenerd
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Posted: 9th Feb 2011 17:11
Ok, cool. We probably will not be able to use the Tree Party plugin, because if we did everyone would need to purchase it, but any models you could export from it would work. Small rocks and other detail props are great to help fill up our library of models.

BMacZero
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Posted: 9th Feb 2011 17:28 Edited at: 9th Feb 2011 17:31
UVs

The ones highlighted in red are ones I intended not to be solid objects - more like supporting cables, using transparency.

thenerd
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Posted: 9th Feb 2011 17:36 Edited at: 9th Feb 2011 17:42
Ok, perfect... I'm going to attempt texturing it.

Also, does anybody know of a good ocean shader?[b]

BMacZero
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thenerd
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Posted: 9th Feb 2011 18:13
That was my first thought, but I'd like to have one that could run on older computers. It doesn't have to be photo-realistic, just pretty.

thenerd
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Posted: 28th Feb 2011 22:33 Edited at: 28th Feb 2011 22:34
Little update... I've started work on the game engine with newton, and finally fixed the problem with friction! Now character controllers work almost how I would like. For some reason you can walk up the inclines. Is there any way of limiting the angle that the character controller would be able to walk up?



JRH
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Posted: 28th Feb 2011 22:43
On that note... Ive started a 3D sound module. I'm trying to get a functioning way of allowing all players to be able to hear the sound. If possible, I will look into sound effects, e.g. hallway, cave, etc...

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
thenerd
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Posted: 28th Feb 2011 22:48
Quote: "On that note... Ive started a 3D sound module. I'm trying to get a functioning way of allowing all players to be able to hear the sound. If possible, I will look into sound effects, e.g. hallway, cave, etc...
"

Great! If you can, would there be a way to apply filters, such as low and high pass? If not, don't worry.
I did have some ideas on having dynamic music that plays based on the amount of action in the scene, but I never really thought out a good way of managing that. I'll leave the audio module to you...

JRH
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Posted: 1st Mar 2011 16:45
Quote: "dynamic music that plays based on the amount of action in the scene"

I had the same idea.

I am struggling to find a way to add effects to sounds, instead of having many variants of the same sound. So filters... I can't really say at the, moment about implementing them.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
thenerd
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Posted: 1st Mar 2011 22:11 Edited at: 1st Mar 2011 22:12
Don't worry too much about it, the effects are minor compared to the other things. I'm excited about seeing the dynamic music idea in action.

Also, I've coded a model viewer, and rearranged the models directory:


Master Man Of Justice
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Posted: 2nd Mar 2011 00:30
Quote: "If anyone wants to model a few things, here are some ideas for models that would be useful:"


I know i haven't contributed anything (yet). What are the Poly limits on different types of objects.

Im working on a truck,so thats the main thing i need to know.

thenerd
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Posted: 2nd Mar 2011 02:41 Edited at: 2nd Mar 2011 02:46
Quote: "I know i haven't contributed anything (yet). What are the Poly limits on different types of objects.

Im working on a truck,so thats the main thing i need to know.
"

Great! we can always use more models to fill up the world.

I'm not sure of a reasonable limit, but how about this:
1000 for various props
2500 for characters
4000 for weapons

If you are making something special and need to go over these counts, that is perfectly fine, just don't stretch the limits too far. Also, if possible, could you make low-poly LOD versions of props? that way, we can use those at long distances to help performance.

Master Man Of Justice
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Posted: 2nd Mar 2011 03:08 Edited at: 2nd Mar 2011 03:26
im working on a 1950's Ford 3500. I dont know how well it will fit into your game. If it doesnt let me know and give me some more relevant details.



thenerd
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Posted: 2nd Mar 2011 03:14 Edited at: 2nd Mar 2011 03:18
It looks good, the theme is pretty modern (read the plot in the original post) but that might fit in, considering the area you are fighting in has a lot of poverty and corruption. Maybe, instead of having the truck look working, have it broken down and rusting in a pile, like it's been there for a while.

I did a quick search for reference photos, the first result on Google was perfect:


Master Man Of Justice
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Posted: 2nd Mar 2011 03:27
Alrighty, ill model it in parts then disassemble.

Wyldhunt
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Posted: 2nd Mar 2011 04:06
I was considering downloading Open FPS and seeing if I could help with the code, but I can't get Advanced Sprites. The download link and website appear to be gone and the author didn't leave any way to contact him.
Is there any way someone could re-host it since we'll all need it for this project?
JRH
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Posted: 2nd Mar 2011 11:07 Edited at: 2nd Mar 2011 11:08
You could still make adjustments without compiling. If you are thinking about helping then ask thenerd to assign you to a module.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
Wyldhunt
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Posted: 2nd Mar 2011 11:23
Well, I have a decent collection of plants, shrubs, trees, rocks, etc left over from my UDK days that I could donate, and I'm a pretty good scripter.
Thing is, there's a lot of code that you guys have finished already. Until I can run it and get a decent visual of what you guys have, I don't know if this is something I want to spend my time on. It'd be a fairly large investment of my time that I could be spending on my own games.
If I manage to figure out the code well enough to be able to make any improvements, then this could be a cool project. I can't really test anything to make sure that I follow what you're doing without Advanced Sprites though.
<Shrug>
Up to you guys. If anyone decides to re-host it, let me know.
thenerd
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Posted: 2nd Mar 2011 12:30 Edited at: 2nd Mar 2011 12:31
Sorry about that, I'm going to try and re-upload all of the plugins we use because it can be a pain to find them all...

Here's the Advanced Sprites download. Might be in French, but it compiles.

Silverman
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Posted: 2nd Mar 2011 13:00
hi Wyldhunt,

Advanced Sprites(link to english version):

http://forum.thegamecreators.com/?m=forum_view&t=92836&b=5


@+

AMD Athlon(tm)XP 3200+ (2.2GHz) / DDR pc3200 (3x1024Mo) / Nvidia 6800GT (driver 197.45 WHQL)/ XP Pro SP3 / DirectX 9.0c (February 2010)/ DBClassic v1.2 / DBPro v7.4
Wyldhunt
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Posted: 2nd Mar 2011 13:24
Aha!
That one looks like it still works.
Many thanks.
JRH
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Posted: 2nd Mar 2011 15:37
Quote: "I have a decent collection of plants, shrubs, trees, rocks, etc"


That would be great.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
Wyldhunt
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Posted: 2nd Mar 2011 17:48
This should be a link to a few things. My hard drive crashed a while back and everything is a bit scattered. I'll upload more as I find them.

I modeled them in Plant Life and/or Tree Magic. I haven't found any trees yet, but when I do there will be a low and a much lower poly version. The textures will probably need to be reduced in size. I enlarged them to tweak as needed and create all of the normal/displacement/specular maps. The textures are all in png right now.

I can churn these things out pretty quick with those programs. I'll see if I can find time on my next day off to make a whole new pile of them if I haven't found the old ones yet.

If you need me to reduce the texture sizes or convert them to a different format, let me know. This is just what I used with UDK.

When I make trees, they will have 2 different texture channels. I've never tried to use them in DBP before, but I assume it should be straight forward since TGC sells the software that I use to make them. The canopy uses a different texture than the trunk.

Any new ones I upload will have the textures re-sized to something more realistic (And in whatever format, if you let me know). I'm just about to go to sleep right now and figured I'd put 'em here in case someone wanted to look at them.
thenerd
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Posted: 3rd Mar 2011 22:44
They look nice, but I can't open them.

Master Man Of Justice
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Posted: 4th Mar 2011 00:14
thenerd, do you have tree life or plant magic? if so there's your trees and plants.

If you dont i can generate some plants.

thenerd
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Posted: 4th Mar 2011 00:45
Quote: "thenerd, do you have tree life or plant magic? if so there's your trees and plants.

If you dont i can generate some plants.
"

I do, but are you able to create tropical plants or palm trees? We need those...

JRH
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Posted: 4th Mar 2011 00:51
I will upload some plants I created over the next few days.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
thenerd
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Posted: 4th Mar 2011 01:02
Awesome. I'm looking for a way to get better results with alpha blending, because the DBpro native commands don't work very well. I was thinking maybe have a very simple shader handle it...

JRH
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Posted: 4th Mar 2011 01:05
Sure thing. I'll look into it.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
Wyldhunt
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Posted: 4th Mar 2011 07:18 Edited at: 4th Mar 2011 08:54
They work for tropical plants okay... Palm trees may be more difficult because of the way they randomly seed branches.
The $20USD for plant life may be worth it. It can make a decent selection of all kinds of plants and rocks. It can generate an entire patch of plants as a single mesh so that when you drop it, you may get a bush with grass around its base and some flowers mixed in with a rock or two all in the same file. Kinda nice.
I'll see what I can do about palm trees.

Why couldn't you open those files? Is the download link not working or do you just need them in a different format? I can convert them to whatever you need if you let me know.

Also, keep in mind that the textures in that pack are modified and/or created by myself. The default Plantlife textures will be much smaller (As they should be) and generally won't be a complete set. I enlarged those to make better normal maps and spec maps. For this kind of program, I doubt that you want to run normals and specularity shaders on your plants anyway though. Too laggy.

EDIT:
I just noticed this thread. It may be worth checking for the trees.
http://forum.thegamecreators.com/?m=forum_view&t=181941&b=3
thenerd
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Posted: 4th Mar 2011 12:38
Quote: "They work for tropical plants okay... Palm trees may be more difficult because of the way they randomly seed branches.
The $20USD for plant life may be worth it. It can make a decent selection of all kinds of plants and rocks. It can generate an entire patch of plants as a single mesh so that when you drop it, you may get a bush with grass around its base and some flowers mixed in with a rock or two all in the same file. Kinda nice.
I'll see what I can do about palm trees."
I do have plant life as well, I never seemed to get high quality results. Maybe you can get something a little better...

Quote: "
Why couldn't you open those files? Is the download link not working or do you just need them in a different format? I can convert them to whatever you need if you let me know.
"

They're in ASE file format, which I'm assuming is for the Unreal engine. Could you send them in .X?

Quote: "EDIT:
I just noticed this thread. It may be worth checking for the trees.
http://forum.thegamecreators.com/?m=forum_view&t=181941&b=3"

I did see that before, haven't delved into it much, but it looks pretty impressive. It's too bad it can't generate a very large variety of tree types.

Wyldhunt
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Posted: 4th Mar 2011 13:15 Edited at: 4th Mar 2011 13:16
ASE is a 3DS Max thing. I'll see about converting them and resizing the textures.
The plants out of Plant Life are all very low poly, which I assume is what you want for a First Person Shooter. So, they aren't going to appear stunning. If you want to run a shader with them and make use of the normal maps, they can go a long way towards making them seem high quality.
All foliage that you use (Including tree canopies) will have to be made out of cards if you want to keep your FPS up. There are a few tricks that you can use such as randomly spinning the model when you place it or mild vert manipulations to help hide that fact.
Was Plant Life producing anything disappointing other than the basic card models? If so, I'll keep an eye out and tweak them in 3DS first.
JRH
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Posted: 4th Mar 2011 17:05
Quote: "It can generate an entire patch of plants as a single mesh so that when you drop it, you may get a bush with grass around its base and some flowers mixed in with a rock or two all in the same file."


The problem with that is simple. I am planning to add a sway motion to the branch limbs of trees, so they look more realistic. For that reason all trees must be individually placed. I will upload some media I have to the VCN. I hope you guys are updating frequently, as I am having to put a lot of media on at the moment.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
JRH
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Posted: 4th Mar 2011 17:05
Quote: "It can generate an entire patch of plants as a single mesh so that when you drop it, you may get a bush with grass around its base and some flowers mixed in with a rock or two all in the same file."


The problem with that is simple. I am planning to add a sway motion to the branch limbs of trees, so they look more realistic. For that reason all trees must be individually placed. I will upload some media I have to the SVN. I hope you guys are updating frequently, as I am having to put a lot of media on at the moment.

C++ is labourless... if your name starts with 'L' and ends with 'ee'.
thenerd
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Posted: 6th Mar 2011 19:00 Edited at: 6th Mar 2011 20:00
Quote: "The problem with that is simple. I am planning to add a sway motion to the branch limbs of trees, so they look more realistic. For that reason all trees must be individually placed. I will upload some media I have to the SVN. I hope you guys are updating frequently, as I am having to put a lot of media on at the moment.
"

Ok... I've also added a bunch of media from places in the forums. Remember to include the author in Author.txt. I've also made a model viewer, so you can see how the models appear in Dbpro.

Also, I seem to be having problems compiling... the editor says it's compiling, but then silently fails about 10 seconds later.

[EDIT] I think I can fix it, it seems to be related to the sky system in the visuals module, even though that's never used.

Quote: "Could not find field 'Scrollenabled' in type 'Myskytype' at line 6394."


Actually, it's more than one error. I guess that should be expected when including modules that haven't been used for a while. I'll upload it once I can get it to compile.

[EDIT] Fixed it, and uploaded.

Wyldhunt
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Posted: 13th Mar 2011 02:01
I just got around to trying to compile OpenFPS and see where you guys were at, but I'm getting errors. Specifically, I'm not recognizing

when I try to compile the test_game.dbpro. It's in the module_visuals.dba.
Is it not supposed to compile yet, or am I missing a plugin?
thenerd
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Posted: 13th Mar 2011 03:39
That command is part of the Matrix1 plugin, the latest version is found here.

I'm really sorry you keep getting problems compiling, I'm trying to gather all the plugins and upload them so that that problem doesn't happen anymore. there's also some missing media that I'll upload as soon as I can, at the latest tomorrow.

Wyldhunt
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Posted: 13th Mar 2011 16:10
No worries about the plugin issues. You guys have clearly done a lot of work. Coming in to a project in the middle is rarely smooth.
I got it to compile. The final list of plugins that you guys are using appears to be:
Sparkies Collision
Advanced Sprites
Blitz Terrain 2.0 (The Free version)
IanM's Matrix1
Barnski's Winsock
Newton Game Dynamics
There may be others I didn't notice if I already had them installed...

I added links to the last couple that I hadn't seen mentioned anywhere in case someone else needs them.
I can use some placeholder media for now, if I need to.
So far, I'm impressed with the code though.
Congrats.
thenerd
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Posted: 13th Mar 2011 16:27
Ok, great.

I've just uploaded the media needed to compile, along with:

-Colored and alpha text function in module_UI
-Reworked the menu so that it fits to any resolution (still some bugs, work in progress)
-Added some models from the free TGC urban model pack

I'm working on the start of the game engine, also some work on the editor. I bought BlitzTerrain, so it'll have realtime terrain modification.

bitJericho
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Posted: 13th Mar 2011 17:47
Quote: "I bought BlitzTerrain, so it'll have realtime terrain modification."


Aww but how will us enthusiasts without blitzterrain play around with it then?

[center]
Join the TGC Group!
http://tehcodez.groups.live.com
thenerd
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Posted: 13th Mar 2011 19:35 Edited at: 13th Mar 2011 19:36
Quote: "Aww but how will us enthusiasts without blitzterrain play around with it then?
"

Since it also uses BlueGUI I've been including an EXE with every version, and the editor source code is separate from the project so that you don't need any paid plugins to compile the main code.

miso
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Posted: 16th Mar 2011 23:55
I saw some render animation in the media folders, so I started to develope the code, that shows the animation beyond the menu or credits without using any codecs.

No place like 127.0.0.1 .
thenerd
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Posted: 17th Mar 2011 02:02
Nice... hopefully we can use that code for things like the intro. The default dbpro animation system is extremely laggy, at least for me.
Actually, that scene is from Crysis.

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