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3D World Studio / [ANNOUNCEMENT] Inca Pro Demo

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JoshK
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Posted: 24th Feb 2006 21:31 Edited at: 24th Feb 2006 22:12
Explore 3 new environments made in 3D World Studio:
http://www.leadwerks.com/ccount/click.php?id=11 (26 mb)



Dark Basic Professional source code is included.

WindowsXP Media Center Edition, Pentium 4 2.53 GHz CPU, 1.5 GB DDR RAM, GEForce4 MX 440
re faze
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Posted: 24th Feb 2006 22:53
this is a hell of a commercial how do you make all of these sexy counter strike style maps? i could only make garbage, even using the same textures! one problem though, the text at the exit screen is not readable, might want to fix this. it looks like the image is stretched or scaled incorrectly and the text is hard to read.

Freddy 007
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Posted: 25th Feb 2006 18:55 Edited at: 25th Feb 2006 18:58
Nice. I'm having 3dws and DBpro, but after these demos I'm going to get NGC!

There is a backdrop problem in the demo, I think it can be fixed by turning the backdrop off(or is it on?).




And on the third level there's a problem with the sound, you can hear when it's looping.

Third, I'd like WASD movement.

But some awesome levels there!

JoshK
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Posted: 27th Feb 2006 21:05
Does anyone know why the text on the closing screen looks bad? Is it because I used an 800x600 image?

WindowsXP Media Center Edition, Pentium 4 2.53 GHz CPU, 1.5 GB DDR RAM, GEForce4 MX 440
Freddy 007
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Posted: 27th Feb 2006 21:24
What resolution is the demo running in? If the demo-res isn't the same as the picture-res, then I think that's the problem. I'm not sure though...

Megaton Cat
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Posted: 27th Feb 2006 21:31 Edited at: 27th Feb 2006 21:40
Great improvement on the terrain.

Megaton Cat
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Posted: 27th Feb 2006 21:33 Edited at: 27th Feb 2006 21:45
edit

re faze
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Posted: 27th Feb 2006 21:35 Edited at: 27th Feb 2006 21:38
if the pictures resolution is not the same as the screen resolution, and they do not divide evenly, you will get a busted picture. if the picture was 640x480 being stretched to a 1024x768 screen its fine, but 800x600 to 1024x768 gives a wierd ratio which results in a bad picture. try using a picture that has a close to whole number proportion to the screen like 400x300-> 800x600 640x480->1024x768. additionally you could just make the backdrop black, and paste the image/sprite and not scale it. that would work too.

oh yeah, is it possible to optimize the terrain (reduce polycount by triangulation)? the core demo runs really smooth, but i only get like 60 fps on the city demo instead of the normal 75. i think its because of the large numbers of terrain objects. same thing with the house, its better than the city but still kind of laggy or something.

x1bwork
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Posted: 27th Feb 2006 21:37
Quote: "WASD as opposed to what? Arrow keys? 1995 called, they want their control setup back."


doesnt have the hart to tell mega that our project uses arrow keys and so does Sony Entertainments,EverQuest.

Megaton Cat
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Posted: 27th Feb 2006 21:41
Oops I mis-read his post. -_-

He said he would LIKE it, not he LIKED it.

Everquest? Pfft.

JoshK
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Posted: 27th Feb 2006 22:38
The image is not being stretched. I just drew it at 0,0. The screen res is irrelevant.

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Lost in Thought
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Posted: 27th Feb 2006 22:55
If you made the image with antialiasing to make it smooth it will be rough as You can't turn on antialiasing in DBP. With alot of my text images made in PhotoShop I can manually turn on anti-aliasing and they look great, else they look like crap in DBP.

re faze
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Posted: 28th Feb 2006 01:57
you'r not using load bitmap are you?

FPS Mastermind
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Posted: 2nd Mar 2006 23:45
I am downloading it right now. So this is an FPS tutorial used with 3DWS. Will you expand upon this and add fancier features?

Hah! Updated my sig now!

Check out my new game: Dawn of the War on the WIP board.
Lost in Thought
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Posted: 3rd Mar 2006 13:29
The text in the image looks bad because DBP modified it to be power of 2, added mipmaps, and such for texturing. Add an extra ,1 for all images not being used as textures for pixel perfect pasting.



re faze
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Posted: 3rd Mar 2006 14:29
bam! why didnt i think of that!
(or you could use load bitmap, which is what i do for this sort of thing).

Steve Fash
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Posted: 3rd Mar 2006 21:02
Nice

For game/demo music for YOUR PC productions visit:-www.futuredevelopments.org.uk
FPS Mastermind
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Posted: 4th Mar 2006 15:07
I cannot wait for an update on this!

Hah! Updated my sig now!

Check out my new game: Dawn of the War on the WIP board.
JoshK
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Posted: 4th Mar 2006 19:07
FY Software already got Newton physics working with it.

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Medieval Coder
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Posted: 6th Mar 2006 02:49
Well that demo changed my mind!
Now I think it is worth getting!
Looks at price
looks at wallet
looks at price
looks at wallet and counts money
looks at price
Doh!
mike_sman
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Posted: 8th Mar 2006 00:36
Collision demo
Found some code in the forums and now with upgrade6 beta of DBpro
seems to work

cardiff
Advancement Games
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Posted: 8th Mar 2006 01:30
You know you have included a full working Nuclear Glory DLL with the dba code for it? Just to let you know so NG will not freak out.

Good Night and Good Luck to my fellow members of the TGC forums.
Lost in Thought
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Posted: 8th Mar 2006 03:39
It's no different from including it in a game you make and sell or give away that uses NGC commercial Besides you still need the access keys.

JoshK
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Posted: 8th Mar 2006 18:46 Edited at: 8th Mar 2006 18:46
Please continue this discussion here:
http://forum.thegamecreators.com/?m=forum_view&t=73134&b=1

WindowsXP Media Center Edition, Pentium 4 2.53 GHz CPU, 1.5 GB DDR RAM, GEForce4 MX 440

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