Yeah, I'm doing that now. (S.Up just crashed... lol)
Yeah, I'm doing that now. (S.Up just crashed... lol)
Ok, started texturing the terrain:
Attachment 2567
Attachment 2568
Still a lot of details to be added!
Attachment 2569
How you make your texture flow with track? I mean, is this one texture, or 3 different textures arranged differently using some type of script or something?
Well, it starts with the way you make the track, in 3ds max you make a line following the track's curves and elevations and then you make another line with the cross section of the track. Then you use the Loft operator to make a solid object from those two shapes. That automatically creates UV coordinates for the track. Then you just make a mosaic texture and it repeats itself along the track, following it's curves.
here's this track's mosaic texture:
Attachment 2570
I think this is how Studio Liverpool did for Pure. At least that's what I can tell from the development screenshots...
Something similar is possible with Blender too, but you map the first slice of track and when duplicated the mapping sticks.
Update: with help I have a really good laser cannon script for Blender now. It features:
charge shots or regular shots (depending if you hold down the fire button)
outputs the shot power (at the minute in debug mode, but this can be outputted to an on-screen text object)
stops firing when the battery power = 0
laser bolt length matches the distance between the gun and the target (so the laser bolt does not 'go through' the model... unless it explodes!)
a smaller explosion is created on the hit point of the laser (at the minute a placeholder).
I will recycle some aspects of this for my other weapons (such as the jamming beam, vulcan cannon etc).
In blender it's much easier, if you do the track with a line and then add a bevel object to it. The UV coordinates are already there and you just need to add the map.
Xpand, any Mag-locks?
Lol, Blender had a major error.
Aspect, can you export textures with Blender?
I still can't make tracks. But, there are alternatives, right?
My cuz has Gmax and he tells me to get it. Should I?
Wow you guys are real clever! Awesome!
Thanks Xpand for explanation :)
btw. I'm now on Sport Camp and i have to use internet from my cell phone... that makes making ship move with proper physics harder (i want to make ship bounce from wall like in WOHD and a little modified turning and other things).
btw. Somebody know why when i'm exporting a 3D model to *.obj some poligons dissapear? (even when mesh is not complicated... and i've tried with maya and rhinoceros).
Thanks Xpand for explanation although i won't check it for a while a i'm now on Sport Camp and i have to use internet from my cell phone... but i'm programming on my netbook although internet makes making ship move with proper physics harder (i want to make ship bounce from wall like in WOHD and a little modified turning and other things).
btw. Somebody know why when i'm exporting a 3D model to *.obj some poligons dissapear? (even when mesh is not complicated... and i've tried with maya and rhinoceros).
I posted a mag lock script a few pages back.
Got some more of it done so here's the latest picture of it. It now has air brakes and a transparent canopy.
http://www.flickr.com/photos/apemax/6028640385/
I think the next thing to do is make a texture for it.
Nice! I have a new one coming too! Just started texturing...
Hey guys, long time no see. Wow, you've all been really busy I see. I don't really have anything to add except for a Tigron ship design I did ages ago, which can be seen on my deviantart page... http://poaalpina.deviantart.com/art/...sign-245258472
Since a year I've been painting in photoshop so I might actually give this a 'photoshop' makeover. I'm more of an 'organic' painter, so technical drawing really isn't my thing, haha.
Small update:
I'm trying to remake my pathfinding logic in Python-mainly to make the layout simpler but it also means you can add as many nodes as you like and it will automatically use them all (unlike logic where you have to add loads of blocks).
Also, I have made some improvements to my weapon scripts, so I have a machine gun, laser and charge laser script (and I also streamlined them) plus a few others.
Any pretty pics from anyone? Although I enjoy learning Python, at the minute I am making cubes fly around which are dull to look at!
No man, sorry... I'm away and the only thing I have with me is my psp... I'll post something when I get back...
That picture of Tigeron looks really cool. Cheers.
Since nothing much is going on, I thought I might just talk about my efforts to streamline the node based navigation logic. I have managed to slim it down into two approaches: a Python/ logic mix and a pure logic example.
If anyone wants me to post them, let me know!
Has anyone else up to anything? Or are you all playing Deus Ex?:twisted
I got sucked in Little Big Planet and i'm making everything what is possible in its create mode..... tommorow i'll get LBP2 with many new tools for editing so, hmmm... i'm not playing Deus Ex :g
I can try to help with natural textures like rock and water, maybe lava/magma...
if you need my help for some textures just ask me
So I restarted C++ again and made a program that calculates balistic trajectories, shows them (though there are a few errors I must correct with the angles: if they're bigger than 60 degrees and smaller than 30 degrees the program will give negative values for the altitude) and dumps the information on a file it created. This may not seem to have any similarity with this game but check this: balistic trajectories (flight physics), display information (with a bit more info I can display 3D models of any file format we need) and dump that info onto files (and reading them, though I didn't write that on this program) (create and loading save files, reading 3d model files, reading config files, modding will be possible).
Here's the program.
If you want the code just tell me:
P.S. The smaller the time step the more continuous the trajectory looks. I usually use 0.01 sec.
And try with a 45 degree angle. That works all the time... At least while I can't find out the problem with the angles... I think they have to be in radians...
EDIT: Corrected. It used radians. So I made a line of code to convert degrees to radians and it worked..
Very cool program you've made there. Could you post the code please?:) I could learn a lot from the source code.
Also i've decided to make a track to go with my ship however i want to make it so it will be fairly easy to texture in gmax. anyone know of any tricks to doing this in gmax?
For the track do the track's shape with a single line and then make another line with the shape of the tracks cross-section and then go to compound objects and select loft with the main curve selected, then click get shape and select the second curve. Then you apply a mosaic map (like the one I have a few pages back) and the track will be all correctly textured without you having any trouble.
And the code's here:
And check this to configure the graphics.h file onto your project:
http://www.uniqueness-template.com/devcpp/
Scroll down until you get to "Borland Graphics Interface". Download those two files it tells you to.
Ok thanks for the code Xpand. :) I've got the making the track working but i can't remember how you apply a texture to a model. Could you give me a point in the right direction?
Well, just drag the texture file on top of the track model. It should appear applied on the track.
Ah right i never knew you could do that. Thanks. So i made a test track to experiment with (A circle) and used this sort of shape for the cross section of the track:
__ __
| |____| |
|_______|
However the texture is going on the bottom of the track so it's not going where it should. If i use this sort of shape for the cross section of the track:
__ __
| |___| |
When you look at it from the top it's not there but if you look at it from the bottom it's there. So is there any special way of doing this so the texture will go in the right place?
Nah, the normals are flipped. Go to the modifier stack and select normals and check the flip normals box...
I wish... but, I'm always at my friends house playing Catherine...
I was playing with nodes today and I got a funny texture. If I had a screen capture prog, then I would of shown you guys. It looks nice but only as a sphere . Perfect texture for shield...
P.S. I'm working on voices. (Warnings! Like rockets or missile. Don't worry I'm sane)
You don't need a "screen capture prog" to take screenshots. Just hit the Print Screen key on your keyboard, open Paint, and paste the screenshot in. If you don't have a dedicated Print Screen key, use Shift or Fn on whatever other key it's mapped to, depending on your keyboard.
So how is everyone getting on? Any more pretty pictures to look at or demos to play?
Personally, I've started to learn a few new Python/ logic brick commands to make a simple GUI for my game. Once I've done that I feel I should have enough to start puting things together and start doing some hard core ship/ track design.
Sorry, for the next 2 months or so I'll have to widthraw from the project due to new adjustments in my routine from moving near the university and adjusting to the new working schedule... It has been 12 years living the same way and now there will be major changes... I'll be back as soon as I find a new free time for this...
Well in 2 months I should have made most of the underlying Blender code so I will post that (and do updates) when its complete for anyone to use. Actually, in 2 months I shall have a second daughter to look after so the clocks ticking!
Good luck with university too! Enjoy the time as it goes very fast. By the way, what are you studying?
That's awesome! Congratulations!
Thanks! I'm going to take a course on phisics engineering. That also means I'll have a C++ programming course too, which is awesome 'cause I'll be more able to help on a C++ version of the game!
But the reason I want phisics engineering, aside from helping to solve the Unified field theory, or "the theory of everything" ( http://physics.about.com/od/quantumphysics/f/uft.htm ), is to investigate Anti-gravity/Levitating devices...
Sounds cool (and complicated- I'm rubbish at maths). Good luck with it!:rock. You going to come back a super genius!
Regarding your dream of anti-gravity, you could just cheat and make an ion lifter or use some kind of MagLev (as in the train tech). Maybe they may let you play with the Large Haydron Collider- strictly for learning of course:twisted
Well, yeah, but the unified field theory is very related to anti-gravity. It's like the electromagnetism: a magnet moving near a wire can produce electricity and electricity can produce magnetic fields... After we include the gravity in the theory it's a small step to understand how it works and how to "undo" it! :g
Maybe the answer doesn't lay on gravity itself but on another of the four fundamental forces... Who knows! The possibilities are infinite... And I'm starting to sound like Carl Sagan! :g
Using the LHC would be sooo cool! It's like my childhood dream! :D
A little heads up for those using Blender: there is a new build that now has A.I. automatic pathfinding via a mesh object- its a bit rough at the minute but it works.