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Work in Progress / Eternal Destiny Landscape Tests

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John H
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Posted: 20th Aug 2004 15:01 Edited at: 20th Aug 2004 15:05
For those of you who dont know, Eternal Destiny is a 3D RPG.

With the release of the new terrain DLL, I decided to have a go and test my hand at making landscapes using heightmaps + largetextures. Well heres how its comin along so far. Day and Sunset being worked on atm (night is just boring ) I also tried out two different types of water, clearish and reflective. Which one do you like better?

Hopefully there will be a demo of this soon (Pending mostly on the realease of the full version of the terrain dll) of just venturing around the landscape.

Heres those screenshots anyhow - 640*480.jpg for 56kers. Lets hope these thumbnails work.....

Daytime


Sunset


Enjoy (still in early beta remember, need c&c)

RPGamer


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walaber
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Posted: 20th Aug 2004 15:13
looking very nice, it's nice to see progress on this game on the forum! The terrains currently look pretty "average", but I assume they are just test terrains. an improved texture would probably help a lot as well.

but overall, they look very nice!! the buildings look good on them as well. although the reflective water is impressive, I personally like the see-through version.

Go Go Gadget DBPRO!

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Nack
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Posted: 20th Aug 2004 15:18
Very Nicee! the terrains are really good. Make me wonder if i should use the terrain dll as well for mine game. but scare it might have some sort of bug that mess up the project....yes yes, i am scare easily...
oh well, i just stick with memblocks...haha

But its ReaLLY nice, the reflection of the water is superb. Have a World of warcraft feel to it. Very nice...

MikeS
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Posted: 20th Aug 2004 15:32
Very Nice John.

As far as C&C goes, the mine needs to be bigger. The hill that is, unless the mine leads to an underwater cavern. We'll also have to decorate that with some good rocks and trees.

Get back online tonight if you can, I'm working on something similiar.



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(Formerly known as Yellow)
The Lynx
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Posted: 20th Aug 2004 15:32

That is look fantastic! Very inspirational! Keep working on it!

Oh no! Chrissy had used her powers to turn herself into a hideous man-eating giant!
John H
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Posted: 20th Aug 2004 15:42
@Walaber - TY - Yes it is a test terrain, it was my first ever time texturing a terrain and I did it all today. Im sure with the texturing tools that come with the advanced terrain plugin I could do a better job, and with a bit more practice of course I also like the see through version of the water

@Nack - Thanks

@Mike - Ya the tunnel does go underground to the mainland (Deen has to take that route seeing as there are no ships going to/from the mainland due to the storm that wrecked Deens ship)

@The Lynx - Have been for 2 years (loads of setbacks..long story) and not planning on stopping anytime soon

We do need help with textures/models (organic meshs/textures) so if you can help please email me/msn me/aim me whatever, just tell me you want to help and Ill contact you. Been looking for media artists for over a year now to no avail, so I decided to get workin on things, thats why the quality is low.

Ill put up a team request in the morning, at 1:45 am it wouldnt be very easy to read

RPGamer


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LoKiDeCaT
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Posted: 20th Aug 2004 16:04
Are your time-of-day graphics dynamic? IE: does the blue sky slowly fade to orangish to black?

Messed with this a bit a while ago, basically set time to system clock and set minutes to hours (ie 24 minutes for a day cycle) to have it fading.

Nice job, man.

Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations
John H
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Posted: 20th Aug 2004 16:07
Yea LoKi your right, ambience light also changes. Im contemplating removing the sun out of all pictures and making an invisible skybox on the inside of all them with just the sun textured on it and scroll it throughout the day.

Hopefully that makes sense...up at 2 am and only had 6 hrs of sleep last night.


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Oneka
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Posted: 20th Aug 2004 16:11
hey can you show me how do so Skythingy RPGgamer or some kind of example...thats the hardest thing for me and yours looks soo good
Nice work on the game


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
LoKiDeCaT
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Posted: 20th Aug 2004 16:12 Edited at: 20th Aug 2004 16:13
@RPGamer: May just want to just put in a dummy skybox like you say, and curvevalue your sky light changes, and then just texture a plane with a PNG sun, and have it's position rotate in an arch with visible plane facing camera.

Then you can change color based on the aspect angle of the plane in relation to the world.

Or something equally disturbing.

Get some sleep.

Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations
John H
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Posted: 20th Aug 2004 16:38
Oneka - Its just a skybox Using the ones from van's demo is the daylight shot cuz I was too lazy to cut up one I have

Ill post something tommorow

YES IM FINALLY GOING TO SLEEP!


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Oneka
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Posted: 20th Aug 2004 16:40
please gimme some code T_T skyboxes...are mean to meh >_>


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
MikeS
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Posted: 20th Aug 2004 16:53
Oneka production, I wrote a tutorial on skyboxes. Why not search for it in the codebase?



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Mind Storm 101
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Posted: 20th Aug 2004 17:08
Ill have to look into that myself, mine looks like crap .

Very impressive! Im rooting for ya! lol, looking at this makes my road to finnishing my RPG seems somewhat longer...

"Think what you like, You'll all be mine in the end."

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walaber
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Posted: 20th Aug 2004 17:12 Edited at: 20th Aug 2004 17:13
never mind...

Go Go Gadget DBPRO!

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JokerZ
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Posted: 20th Aug 2004 17:13
I actually quite like the landscapes.
They could use a few more tree's and bushes but otherwise
I don't think they look too bad. (well on this old laptop anyway).
Oh some paths running between the buildings might help a little as well. Maybe a road in/out of town too?

Good luck with the RPG, it's coming along nicely from a graphics perspective.

Everything happens for a reason
Freddix
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Posted: 20th Aug 2004 19:02
it look really nice

David T
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Posted: 20th Aug 2004 19:44
Wow, how long has this project been going on?

How far have you got with the actual game?

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Megaton Cat
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Posted: 20th Aug 2004 23:18
He's being stubborn and waiting for U6 before continuing/showing the actual game. But I trust the programming side is well made.

Anyway, nice stuff there RPGboy!

Mitchell
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Posted: 20th Aug 2004 23:18
It looks great, but the reflection is rather hard at sunset.. you have 2 layers of water right? Maybe try and ghost the top one, and ste the reflection on the bottom one.. then you might get a more realistic water-reflection

"A delayed game is eventually good, a bad game is bad forever"
- Shigeru Miyamoto
LoKiDeCaT
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Posted: 21st Aug 2004 01:18
Don't blame him for waiting. Kensupen and I are doing absolutely nothing at all until U6 at least.

Just too much is messed up.

Loki D'Cat - Modeller, Composer, Animator
Nerdsoft Creations
AluminumPork
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Posted: 21st Aug 2004 01:25
I love the second style water with the reflections. It seems to suit the game better.

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John H
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Posted: 21st Aug 2004 02:31
@Oneka - Refer to Yellows Post

@Mind Storm - Thanks

@Walaber - o_O What do you mean?

@Jokerz - Yea Im waiting for Tree Magik X2 to get some trees there. Its an island so there are no roads to other towns

@Freddix - Thanks ^_^

@Dave - The games been in developement since September 2002. Thats when I started work on Dev. Docs and what not. Andy (Mnemonix) did the storyline and character bios. We kept working on the engine but then I bought DBP about a year later and I had to do a complete engine rehaul. Since then we found out u6 is going to be the real place where we can remake the engine for the LAST FREAKING TIME!! In the mist of all the engine rehauls, Ive been working on media, dev docs and other stuff like that Not much work to show, but I have 1 gig folder on my computer titled 'Eternal Destiny Folder'

@Megaton - Thanks Now we just need a site to display it

@Mitchell - Ya Im working on that but alphablending is hiding the upper plain >_X Going to have to work on that a bit. The problem is anything over the thing gets reflected, it doesnt see through transparencies

@Loki - Amen

@Aluminum - Thanks, Im going to keep working on water effects and see which one comes out best.

Thanks for your comments guys.

RPGamer


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soapyfish
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Posted: 21st Aug 2004 03:59
It's just great to see there's still some progress being made on EOD. Very nice screenies, I'd say don't stop now but you haven't stopped for absolutely ages anyway.

Formely code2kill
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Megaton Cat
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Posted: 21st Aug 2004 06:00
Quote: "@Megaton - Thanks Now we just need a site to display it "


Yea. yea I know. Expect an email soon enough.
And I better get to play the thing soon too.

walaber
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Posted: 21st Aug 2004 11:05
I was going to ask how you make clickable links in your post, and in the process of writing my post I figured it out... but it was too late, I'd already posted. so I edited it

Go Go Gadget DBPRO!

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BearCDPOLD
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Posted: 21st Aug 2004 14:44
Awesome!
I've been waiting to see some news on ED.

Looks awesome, the texturing is beautiful, everything so smooth, Colan standing perfectly on topl, nice water, yummy.

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John H
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Posted: 22nd Aug 2004 03:13
Thanks all. I went to do sunsets but I found a bug with SET OBJECT ALPHA so I have to rework the order in which the objects are loaded in, Ill keep you posted.


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Cian Rice
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Posted: 22nd Aug 2004 10:50
Where's is the RPG tut you wrote way back, I 'm dying to find it so I can learn more in the line of making an RPG.

Got anime?I do.
John H
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Posted: 22nd Aug 2004 13:11
On hold due to this project. Its holds priority, I said that in the beginning.


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John H
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Posted: 24th Aug 2004 15:50
Im working on the brief area before colan island, where deen wakes up after being shipwrecked. Trying to get the heightmap right (needs to be a beach and need to get the slope right) and trying to side it correctly, without resizing Deen (although it may end up being necessary)

Currently holding off alpha channel sunset/nightime transitions till I finish this scene. Need to code a scripting system too. As for now, was at the beach all day so I couldnt get much work done and im tired so Im going to bed.

Thought Id fill you guys in first though

RPGamer


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Peter H
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Posted: 24th Aug 2004 23:43
i think with the water, it should be sort of transparent but also reflective....kind of a mix between the two...

because i don't like either by itself...

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John H
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Posted: 25th Aug 2004 05:09
Peter- Id LOVE to do that, but one outweighs the other >_< I tried making a ghosted plain over a reflective plain, but it didnt work. I tried making a ghosted, reflective plane, that doesnt work either


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Peter H
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Posted: 25th Aug 2004 05:19
hhmmm...that's too bad...oh well

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John H
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Posted: 26th Aug 2004 17:25
Im not giving up with that reflecting plane. Im gonna find a way to do it

Anyhow, all the scalings for Colan Beach all all done. Now I just gotta get some wakes in there (they arent finding the beach too well) But apart from that its done.

Deen is being remodelled and looks quite nice. Everyone cheer for Brent when ya see him around

Going to sleep at 3:30 am again

RPGamer


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Van B
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Posted: 26th Aug 2004 22:08
You should check out David-T's post in DBPro discussion, he has found a novel approach to water and plasma effects that should be pretty fast because they need no shader or sphere/cube map.

I'm certainly looking into his ideas.


Van-B


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Peter H
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Posted: 26th Aug 2004 23:25
also in the DBPro thread zircher came up with something that would be great for heat waves

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David T
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Posted: 26th Aug 2004 23:32
Quote: "You should check out David-T's post in DBPro discussion, he has found a novel approach to water and plasma effects that should be pretty fast because they need no shader or sphere/cube map.

I'm certainly looking into his ideas.
Van-B"


Thanks for the mention

My water approach works a treat for that effect you get when looking up from underwater (you know - looking at the surface and seeing it all fuzzy). Ghosting the object and hiding it while above water but showing when underwater could give a really nice effect.

If you want the media there's a demo to download now (see Program Announcements).

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