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Work in Progress / Space combat type game

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Kequor
20
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Joined: 6th Feb 2004
Location: United States
Posted: 6th Jun 2004 20:35
I'v decided to continue my project (see Acoders compo entry "The Void of Time.") but I will be makeing some changes. So far I'v made another spaceship model that you can use later in the game.

Zatwu MKII


Dont worry and keep a cool head.

Clownpaint
20
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Location: London, England
Posted: 6th Jun 2004 22:13
not very aerodynamic.. but looks ok.

2.66ghz, 256mb ram, ATi radeon 9600xt 256mb graphics card, 120gb
Kequor
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Posted: 8th Jun 2004 03:08
Working on the uv mapping and the problems in the current code. Almost done.

Dont worry and keep a cool head.

Emperor Baal
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Location: The Netherlands - Oudenbosch
Posted: 8th Jun 2004 03:28
Quote: "not very aerodynamic.. but looks ok.
"


I dont think its quite necessary, because its a spaceship.

Peter H
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Location: Witness Protection Program
Posted: 8th Jun 2004 19:55
LOL! @Emperor Baal- good point it's not like there is air in space

@Kequor- i suggest you get crackin at your game becuase the competition ends in 2 months and 4\5 days


Formerly known as "DarkWing Duck"
Kequor
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Location: United States
Posted: 9th Jun 2004 17:56
Quote: "@Kequor- i suggest you get crackin at your game becuase the competition ends in 2 months and 4\5 days"


I'm working on it. But I don't think I will finish it in time. But I will still work on it.

Dont worry and keep a cool head.

Kequor
20
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Joined: 6th Feb 2004
Location: United States
Posted: 18th Jun 2004 04:23
Reason for lack of updates is because I've been trying to find a unwrapping program. I'v found on now and there will be more updates soon.

Dont worry and keep a cool head.

Kequor
20
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Joined: 6th Feb 2004
Location: United States
Posted: 22nd Jun 2004 04:58
I'm havving trouble with Uv maps, but almost finished the main menu. If anyone would like to help me with the Uv maps let me know.

Dont worry and keep a cool head.

Fallout
22
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 22nd Jun 2004 05:48
Get lith unwrap 1.3 (it's the free version). Then you'll want to pay particular attention to the UV option in the tools menu.

Kequor
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Location: United States
Posted: 23rd Jun 2004 07:51
I tried LithUnwrap and I exsport the Uv fill it in with the texture and it dosn't show the Uv map.

Dont worry and keep a cool head.

Pincho Paxton
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Posted: 23rd Jun 2004 20:15 Edited at: 23rd Jun 2004 20:17
When you save the uv map in lithunwrap you also are supposed to save the model as well.

Then in Anim8or...Options/Materials.

Then find Diffuse and click on the box.

Load your texture.

Then apply the texture to the model.

Kequor
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Location: United States
Posted: 24th Jun 2004 04:40
Thanks! Okay now I need help making images of buttons backrounds transparent. Anyone know how?

Dont worry and keep a cool head.

hyrichter
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Joined: 15th Feb 2004
Location: Arizona
Posted: 24th Jun 2004 05:02
Put black for the parts you want transparent, texture a plain with your button image, and use set object objNum,1,0,1. (BTW, questions like this should be asked in the DB board, not the WIP board. )

Kequor
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Location: United States
Posted: 3rd Jul 2004 01:41
Would you give me an example? I tried what you said, but it dosn't work.

Dont worry and keep a cool head.

hyrichter
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Location: Arizona
Posted: 3rd Jul 2004 12:49 Edited at: 3rd Jul 2004 12:50
Here, this should learn ya.

http://www.hytekproductions.com/menu.zip

It was a goofy idea I had, but it looks kinda neat!

edit: Sorry I didn't have time to comment the code.

Kequor
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Posted: 8th Jul 2004 00:39
Hyrichter do you mind if I use this menu system?

Dont worry and keep a cool head.

Xander
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Location: In college...yeah!
Posted: 8th Jul 2004 12:26
Nice looking space ship, but you could improve the performance of your game by removing obsolete polygons from the model. The guns appear to be cylinders with 8 divisions. If they are straight cylinders, they only need to be 1 poly long, understand? Cutting these polygons will speed up your game because it won't have to draw them, and your space ship will look exactly the same.

Good luck on your game, can't wait to see the new updates.

Xander Moser of Bolt Software
Firewall: Your Computer's First Defense - Real Time Strategy game
[href][/href]
hyrichter
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Location: Arizona
Posted: 8th Jul 2004 23:57
I don't mind if you use the menu code I gave you as long as you use your own images for the menu. Good luck, I'm looking forward to seeing some updates.

Kequor
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Posted: 9th Jul 2004 05:43
Thanks! And hyrichter I was planning on doing that.

Dont worry and keep a cool head.

Kequor
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Posted: 10th Jul 2004 08:02
I have been trying to make a texture map for the Zatwu MKII and the best one I think is this.

Please give opinions.

Dont worry and keep a cool head.

Kequor
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Location: United States
Posted: 16th Jul 2004 00:18
Problems with getting the ship to act right, like when you press right the ship rolls right a little and turns right and then rolls back and stops turning after you let go. Please help.

Dont worry and keep a cool head.

ReD_eYe
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Location: United Kingdom
Posted: 16th Jul 2004 05:10
Can't help without code...


DBP Fanboy is a Unregistered trademark of ReD_eYe uninteractive, no rights reserved.
http://redeye.dbspot.com/fanboy.html
Kequor
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Location: United States
Posted: 16th Jul 2004 06:01
rem load the zatwu
load object "models/Zatwu MKII.3ds",1
position object 1,0,0,500
scale object 1,50,50,50
yrotate object 1,180
load image "images/Zatwu MKII.bmp",1
texture object 1,1
fix object pivot 1

rem make drone to mark a back position
make object sphere 2,10

rem main loop
do
rem handle movement
move object 1,speed : move camera speed
if downkey()=0 then set camera to object orientation 1
if upkey()=0 then set camera to object orientation 1
if leftkey()=0 then set camera to object orientation 1
if rightkey()=0 then set camera to object orientation 1

rem controls
if downkey()=1 then pitch object up 1,5
if upkey()=1 then pitch object down 1,5
if leftkey()=1 then turn object left 1,5:roll object left 1,3
if rightkey()=1 then turn object right 1,5:roll object right 1,3
if inkey$()="z" then roll object left 1,5
if inkey$()="x" then roll object right 1,5
if shiftkey()=1 then speed=speed+1
if controlkey()=1 then speed=speed-1

rem get back position of object for camera
pitch object down 1,11
move object 1,-150
position object 2,object position x(1),object position y(1),object position z(1)
move object 1,150
pitch object up 1,11

rem place camera and set orientation to object
position camera object position x(2),object position y(2),object position z(2)

rem update screen
sync

loop

(NOTE. This is not the entire code just the movement code.)

Dont worry and keep a cool head.

comm_jak
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Joined: 31st May 2004
Location: FOB: Fields Of Battle
Posted: 16th Jul 2004 14:10 Edited at: 16th Jul 2004 14:11
Hey Kequor what program are you using to create your 3D models?
I like the spaceship.
Kequor
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Location: United States
Posted: 17th Jul 2004 03:47
Anim8or

Dont worry and keep a cool head.

Kequor
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Posted: 20th Jul 2004 06:19
I'm have more problems. Its AI collision. Basicly there is a ivisable sphere that is placed the positon of the player. When an enemy collides with the sphere he pionts toward the player and moves. The problem is I don't know how to detect collision. Please help. And don't just suggest nuclear glory because I already tried it.

Dont worry and keep a cool head.

Peter H
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Posted: 20th Jul 2004 06:24
why did NG not work for you?


Formerly known as "DarkWing Duck"
Kequor
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Posted: 21st Jul 2004 00:34
Because uesing nuclear glory would not only mean me doing the whole sengine over again, but I don't completely understand it and would rather not a dll.

Dont worry and keep a cool head.

hyrichter
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Location: Arizona
Posted: 21st Jul 2004 09:39
Actually, using NG is a lot easier than you think, and you probably won't have to redo too much. Just take a look at the Kalepian Invasion source code.

Kequor
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Posted: 21st Jul 2004 23:30
I did. I'd rather not use a dll. If anyone can help please say so.

Dont worry and keep a cool head.

Kequor
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Posted: 23rd Jul 2004 06:31
So at the thought of not useing Nuclear Glory's collision I lose all my help, eh?

Dont worry and keep a cool head.

soapyfish
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Location: Yorkshire, England
Posted: 23rd Jul 2004 06:55
Detecting collision, what about the object collision command. Say your enemy is object 1 and the sphere around the player is object 2, couldn't you try....


I'm sure this isn't the best way to do it and you've probably already thoguht of1 00 reasons why it won't work but it's better than nothing.

Kequor
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Posted: 23rd Jul 2004 07:58
Alright! I give in! I'll use Nuclear Glorys collision.

Dont worry and keep a cool head.

Kequor
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Posted: 23rd Jul 2004 08:42 Edited at: 23rd Jul 2004 08:43
Read the manual, converted my game, started the program...... it didn't work. Could someone help me out on this?

Dont worry and keep a cool head.

Kequor
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Posted: 23rd Jul 2004 10:46
By the way anyone who helped me out would be a kindof team member so they would get the full version of nuclear glory.

Dont worry and keep a cool head.

ReD_eYe
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Posted: 24th Jul 2004 03:42
The team licence can only be used on projects that the team/licence holder(the person that payed) work on. You couldn't release a game using NGC which you'd made on your own with the team version.


DBP Fanboy is a Unregistered trademark of ReD_eYe uninteractive, no rights reserved.
http://redeye.dbspot.com/fanboy.html
Kequor
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Posted: 24th Jul 2004 07:29
Sorry, I didn't understand that.

Dont worry and keep a cool head.

Kequor
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Posted: 24th Jul 2004 07:30
Correction. I didn't KNOW that.

Dont worry and keep a cool head.

Kequor
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Location: United States
Posted: 24th Jul 2004 07:33
I'll probobly put this project on hold until Kalepia Productions finishes its current project. Then I will suggest that we finish it as our next project. That is all until then.

Dont worry and keep a cool head.

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