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NVIDIA Competition 2008 / Shadow Behind the Leaves

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Seppuku Arts
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Posted: 13th Nov 2006 20:20
Okay okay, I took the English translation of Hagakure (or close enough) as the title of my second attempt, but it has nothing to do with samurai

Sorry about abandoning my ideas for Lucidity, but I thought it wasn't long enough to continue after the compo, but I'll make a demo especially for the compo as an entry and contin. afterwards, plus Lucidity isn't enough to touch my creative side, because it already did a year a go when I wrote it as coursework Plus it gives me a visual representation of what I am about to write as a novel/novella for when I want to show written works for university.

Shadow behind the leaves

Genre: Mystery/Thriller/Novel in a game

This takes place in the point of view of a teenage girl, living in a town, she meets a very strange man who tells her that the world is going to end, although startled, she doesn't take any notice, and moves on to enjoy sit by the river to pass time by, when she sees a burnt dead body float down stream, in shock she stands and calls for help. The next day the police call around her house to tell inform her that the dead body was her brother's, in shock she finds herself determined to find the person responsible with the help of her friends and contacts, but she's in for a larger shock than she's expecting and the person who is responsible is closer to home than she thinks. This really a Broken Sword style game, but in my own style, no point and click nonsense but my own sort of difficulties. And of course after finding out the truth, she has a further story to progress, but I don't want to spoil.

I'm afraid I haven't been able to start on the engine just yet, too much work to do, I'm not sure whether or not I should use a perspective Camera similar to that of BS or just have a camera than can rotate around the character, I suppose that's where I'll start.

I've done a bit of character design, on paper she is perfect, on photoshop, she is okay, but my 3D models have all screwed up, so give me a little bit of time and I should have her modelled and I'll see what I can do for animation as I'm still having C4D exporter issues, perhaps I'll just learn Blender for this.

This is the closest I got to what I want her too look like in Photoshop

Its not really the kind of thing I don't think people here play, but hey I like my idea.


Mike Inel
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Posted: 13th Nov 2006 22:07
Oh, new plan? I thought i'm the only one who changes his/her mind alot...
Broken sword style? Yay! A thinking game! I will definitely look forward to this!
Good luck on your new game! I hope to see some screenies!


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Seppuku Arts
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Posted: 13th Nov 2006 22:15
Thanks, well you could say its more Longest Journey, for the fantasy but generally the good old thinking, I still need to do some planning, I've got the mesh for the bit by the river done, I will need to texture that and test it up for collisions, but I seriously have a lot of A level work to do, so it was not very productive to make the thread now, but what the hey, I might take a day off to work on this. But I do have lot to work on, 3 coursework, passed deadline for draft 1 for philosophy, draft 2 is due in a week thursday, draft 1 literature is due friday and my English language has a few more months but the teacher expects weekly updates in. Not to mention the Karate tournament on sunday and two essays, speaking of which I need to finish the one thats due in tomorrow...

cheers.

Blastwave man
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Posted: 14th Nov 2006 00:12
The Longest Journey was an awsome experience I've played and beat it roughly 10 times now since it's release, heh, i just like to play it. Hopefully you have such smart puzzels in it like the game.

BWM


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Seppuku Arts
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Posted: 14th Nov 2006 00:33 Edited at: 14th Nov 2006 00:33
Quote: "have such smart puzzels in it like the game."


Hopefully, it will take a smart person to make them I could just put an object randomly and give the most stupid clues that do not relate what-so-ever Unfortunately I never got to complete Longest Journey, I had it on my old computer, but then it broke and well I can't seem to get it to work on this comp.

Anyway, I know I said I had a lot of work to do, but those who know me I only do what I am in the mood for And I was itchin' for some modelling, I should be able to finish my essay before the lesson tomorrow.

Its not to the image I drew on paper, nor is the photoshop one, but I'm just going to make do with this model, I'm happy with it, so I'll keep her like that. Now for the rest of her .

Render:

Wires:


Hey You
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Posted: 14th Nov 2006 00:47
i like the idea of this one... i'm going to keep tabs to see how it progresses, go work so far.

HEYYOU......Just the way it is.
Mike Inel
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Posted: 14th Nov 2006 06:21
May I comment?
1. The sides of her mouth (Left&Right) are a bit bumped forward...
2. So many polygons... O.O' But that's up to you anyway...

May I suggest?
1. Look for front and side views reference... I might sound repetitive on this suggestion, but it's the most effective.
2. Get one of this! http://www.3dtotal.com/services/cds_new/v4/upgrade/images/main.jpg I got one when I won one of their comps... heheheh...


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Seppuku Arts
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Posted: 14th Nov 2006 12:36 Edited at: 14th Nov 2006 17:22
Okay, thanks, I'll sort out her mouth, but I'm happy with the poly count, I mean it could be more optimised, but hey it won't effect my frame rate noticeably.

[edit]
As for facial references... I did, Joan of Arc images, then I just adjusted the proportions to fit the structure from my image of my character...funny that, I always get picked up on stuff like that when using the J of A reference images I guess a real human being works better though.

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Posted: 15th Nov 2006 21:30 Edited at: 16th Nov 2006 01:21
Right, today I've taken the night off a level work to start on the engine for this.

So Far:

polygon sliding Collision - 1 bug, can't get gravity to work. - Uses RUCCUS's sparky dll collision code.
movement + camera - No bugs, just need to make the camera collideable, it uses a camera that moves around the object

3 action types:
Talk to - Talks to a person
Open/Close - Open or close a door (It opens, need to code in the close)
Pick up - Adds an item to your inventory, the inventory system may need work, its very basic at the moment.






No media needed
Controls
Arrows keys - Move
Mouse X/Y axis - Move camera around player
Return - Action
Space bar - Skip/skip text/cancel
ESC - End




Edit, well here's a video as well, not all necessary, but hey I was bored.



"Cut down the gods if they stand in your way" - Hakamoto Tsunetomo
treborguy
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Posted: 16th Nov 2006 21:04
inventory:
banana
banana
banana
bag
banana
bag

Brains are for idiots.
Seppuku Arts
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Posted: 16th Nov 2006 21:18
Two first items that appeared in my head, bananas are awesome, as for bag, not a clue where that came from

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Mr Crazy
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Posted: 21st Nov 2006 20:44
Hey not bad at the moment ! The reason I say this is clearly, you are more concerned about getting the gameplay and engine done, as opposed to just focusing on graphics and shaders (like some). Anyway, one thing I noticed about your vid was the cube appeared to "stick" to the door. Perhaps you need to adjust your collision setting? If you're using collision spheres for your objects, make them a bit larger so they don't intersect walls etc. And try not to use poly-to-poly collision as that contains very intensive calculations and can slow your game down.

Nick.

"God - he's my favourite fictional character." - H. Simpson.
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Posted: 21st Nov 2006 22:50
Thanks, the object doesn't stick to the door in any tests I've done, you can slide across it easily, I only use polygon detection for the static scene objects and the door, but the door's state is only updated when you tell it to open, there will be a better engine there in place, as for collision spheres I could make them bigger, but I will only leave that sort of fine tuning one one I have a character object in place, because the setting will be different on the cube than the character. And yes being concerned more with gameplay is one part of it, there other is because Cinema 4D's exporter is being naughty I'll probably end up learning to animate in blender for that.

Thanks for the comment dude.

"Cut down the gods if they stand in your way" - Hakamoto Tsunetomo
headcrab 53
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Posted: 22nd Nov 2006 00:44
I really like the sound of this one.

Quote: "but she's in for a larger shock than she's expecting and the person who is responsible is closer to home than she thinks."


I'll probably be thinking about who it could be all night... bet you I won't get it right though.
Terrorist Zero
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Posted: 22nd Nov 2006 00:57
Awww this game looks really awesome so far, basically the use of the shadows, which although simple, they're very very effective.
I love the fluidity of it, and the music really boosts the video/game.
I really can't wait to see those placeholders gone and some nice models/environments to replace them.

If this was to be done just right, it would go VERY far.

Nice job Seppuku!!!

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Seppuku Arts
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Posted: 22nd Nov 2006 12:36
Thanks for the comments;

Quote: "I'll probably be thinking about who it could be all night... bet you I won't get it right though. "


You might, it could be the evil race of crab people taking over Well okay thats silly.



Quote: "I love the fluidity of it, and the music really boosts the video/game.
I really can't wait to see those placeholders gone and some nice models/environments to replace them.

If this was to be done just right, it would go VERY far.

Nice job Seppuku!!!"


Thanks, I would love to use the music I did use for the video, but I'd probably have to email Opeth's record label for permission.

"Cut down the gods if they stand in your way" - Hakamoto Tsunetomo
Seppuku Arts
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Posted: 24th Nov 2006 21:14 Edited at: 25th Nov 2006 20:46
I'm trying to get a Prey-style portal working (see why I said its more Longest Journey like than Broken Sword) But there are still bugs to fix, as you can see from the image what needs work.


[edit]
And offset mapping (will be replaced with normal mapping, my internet was down so I couldn't grab a normal map converter so I just used offsets for the screen)


The floor texture and offset map were made by me.

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Mike Inel
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Posted: 25th Nov 2006 00:06
Another camera image I assume... Well, good luck with that! Looking forward to seeing some major updates.


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Seppuku Arts
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Posted: 25th Nov 2006 00:26
Yep another camera attached to an image, its got a long way before it looks anything like the ones on Prey, but if I apply so refraction it may conceal some of the inaccuracies and look cool at the same time As I've got to do some texturing on my entry for the 3Dworld Creative challenge which is due in less than a week, I think this might be a good idea for me to do some textures for the environment and experiment with normal mapping, discovering my comp can run Doom 3 and Prey and gotten me all tingly for shaders

Thanks for the comment Mike.

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Seppuku Arts
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Posted: 2nd Dec 2006 19:22 Edited at: 2nd Dec 2006 19:35
Update-

Bump Mapping
Level with test texture/Normal Map
Bloom
Water Shader Placeholder




The Engine:
-Sparky DLL 2 + RUCCUS' collision code - Needs tweaking for Gravity to work with the collision
-Bloom
-Talk, Pick up, Open actions
-Inventory
-2 Types Rotate cameras. 1 always behind, the other just revolves around the player, both based on the mouse
-Bump mapping rather than normal mapping, I think it provides more performance, but I could be wrong (On my machine performance is a necessity)
-Water (In Progress)
-WASD Movement
-High Performance Stencil Shadows

Just add torch, per pixel lighting and refraction, then you've got enough of the features of the Doom 3 graphic engine

"Cut down the gods if they stand in your way" - Hakamoto Tsunetomo
Mike Inel
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Posted: 2nd Dec 2006 23:09
Oooooooh.... Blooooom! I'm always fascinated with blooms..... Nice scene!
Btw, have you seen the new shaders of Evolved? He got Post Bloom, Shadow Mapping, and a buggy Bump Map + Cube mapping... His Shadow Mapping is nice, but very slow.....

Programmers does a big participation in a game, yet they have the least credit.
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headcrab 53
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Posted: 2nd Dec 2006 23:12
Yes, definately a nice scene! The only problem is that the sky looks too dark.


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Posted: 2nd Dec 2006 23:30 Edited at: 3rd Dec 2006 00:21
Quote: "The only problem is that the sky looks too dark."


Yup, but that will go, plus it isn't seamless and looks ugly at the top, at the moment its one of few sky textures I've got on my computers, it will be replaced don't worry

Quote: "Btw, have you seen the new shaders of Evolved? He got Post Bloom, Shadow Mapping, and a buggy Bump Map + Cube mapping... His Shadow Mapping is nice, but very slow.....
"


Certainly have, for the shadow mapping and post bloom running at 5fps on their own I don't see myself implementing them, after watching the TGC nVidia convo video, I think before I implement soft shadows is once DBP is running DX10. As for the Bump+Cube map, I haven't tried that one, but I will thanks.

Quote: "Oooooooh.... Blooooom! I'm always fascinated with blooms..... Nice scene!"


Quote: "Yes, definately a nice scene! "


Thanks, I hope to get more done tomorrow, perhaps testing to see if my new thought of animating in C4D will work when exported, as I can't seem to have animated vertex mapped C4D models moving in DBP or any engine I've tried, so that's what I'll probably work towards tomorrow as well as work on coursework, but with under 2 months to go, I'm gonna get pushing time to this project.

[edit]
Nothing seems to work for the exportation in Cinema 4D 6, trying each way being in 3ds, the built in .x exporter and the xport exporter, none work, the built in exporter seems to capture the current frame and that's it, perhaps export each frame and append, but that's a little too much data, so perhaps I'd have to learn Blender, which I don't want to do, ask for TrueSpace 5 back from I friend I gave it to, for a while, but I haven't seen him for a few weeks, or learn it in lightwave discovery and then activate the trial and do all of the animations in 30 days.

"Cut down the gods if they stand in your way" - Hakamoto Tsunetomo
Seppuku Arts
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Posted: 3rd Dec 2006 18:04 Edited at: 6th Dec 2006 00:27
Today has been code tidy up day, putting as much as I could into working functions and a change in the collision code, which allows for gravity. Now that almost everything engine related is set into functions, I feel like putting this stage in the engine up as open source, it should be fairly easy to use.

-Requires Sparky's DLL NOTE: SPARKY DLL VERSION 2 DOES NOT WORK, YOU CAN DOWNLOAD SPARKY'S DLL VERSION ONE IN A POST BELOW.

Engine Part 1:



Part 2:




List of functions:

Quote: "Objhide()"
-
A snippet Sett found when we were working on Ronin, it basically hides non-shown objects, if I remember correctly it was made by RPGGamer.

Quote: "player_object(play#,shadowflag#,slope#,radius#)"
-
Sets up a cube for test play, that is size 70 (With shadows and collision setup):
-Play# = Object number to set
-Shadowflag# = High performance shadow shader, put '1' in there if you want a shadow to be applied.
-Slope# - the slope angle, I'm using '20' as my angle, but change to fit you.
-Radius# - The collision radius

Quote: "player_object_load(file$,play#,shadowflag#,slope#,radius#)"

Basically the same before, except you load an object instead
-file$ = File name

Quote: "scene_object(file$,scene#,bumpimg#)"

-Load an object without the set up, which requires bump mapping, more features may be added later.
+-file$ - filename
+-scene# - object number
+-bumpimg# - Normal Map image number.
If you want to set up a 'scene object' for collision, use sparky's command:
setupcomplexobject play#,0,2

Quote: "gosub SetUp_Bloom"

Sets up the bloom ready for action, for the moment you will need to go to that label and edit parameters within.

Don't worry about the main collision commands, they are built into my other functions, which should make setting up the scene easier.


USE THESE IN A LOOP

Quote: "control_object(play#,fwdis#,bwdis#,angle#)"

-Choose an object to control
+- play# - object number
+- fwdis# - Distance to move forward
+- bwdis# - Distance to move backwards
+- angle# - The angle to turn left or right with
-Controls are:
WASD - Move object
Mouse - Move Camera
'1' - Set to Camera Type 1 - Moves around player
'2' - Set to Camera Type 2 - Rotates player and moves up and down
Default = Camera type 2

Quote: "control_camera(play#,speed#)"

-Set the camera for control
+- play# - object number
+- speed# - The speed in which the camera moves at recommended value '0.25'

Quote: "updateCollision(play#)"

-Updates the collision of the player, including gravity.
+- play# - Object number.

Quote: "gosub update_bloom"

Updates the bloom, so it can be seen on screen.

Once I have got a complete write of the engine, I will release it officially with tutorials and examples (hopefully)


Enjoy!

[edit]

If you have issues with the engine, let me know, I am about to start the process of debugging, I see Cian already has issues and I am trying to solve them for him. For now, I'll let you download the Shadow Behind the Leaves project folder, which should demonstrate where all goes.

http://files.filefront.com/Shadow_Behind_the_Leaveszip/;6305415;;/fileinfo.html

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Cian Rice
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Posted: 4th Dec 2006 22:40
Going to test this out, but you could post up the specific shaders you used for each one (water, bloom, etc.)

Thanks

p.s The game looks nice.

Seppuku Arts
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Posted: 4th Dec 2006 22:55
Yeh sorry, crap, forgot that I didn't upload any media like I was going to for the official release.


Essentially, you only need Evolved's bloom shader found in the shader pack at the moment, the shadows and normal/bump mapping were done with built in DBP commands and the water shader has yet to be implemented.

Which reminds me, to set up the bloom:

Use this outside the loop

gosub SetUp_Bloom

and in the loop

gosub Update_Bloom

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Cian Rice
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Posted: 5th Dec 2006 01:51
So I was testing it out but I never actually got to do anything because I got this error:

"Command Does Not Exist at Line 43"

Quote: "setupobject play#,0,2"


This is under the player_object function. What command are you intending this to be?

Bizar Guy
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Posted: 5th Dec 2006 05:09
Thanks for that, I'm looking into Bloom shaders myself.

indi
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Posted: 5th Dec 2006 12:50
hey, dwarven tales started as a cubed demo, I can assure you taking this step is the right track to completing a 3d rpg.

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Posted: 5th Dec 2006 14:03
Quote: "hey, dwarven tales started as a cubed demo, I can assure you taking this step is the right track to completing a 3d rpg.
"


Thanks, thats good to hear

@Cian, I'll check that when I get home, I haven't tested the functions outside of the game source.

Actually 'Setup object' is a Sparky command, I'd make sure you have Sparky DLL 2 in your plugins folder. I think I'll have to create a media pack with the Shadow Behind the leaves just to make sure they can get it to work.

Quote: "Thanks for that, I'm looking into Bloom shaders myself"


Cool, I hope it helps you.

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Peter H
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Posted: 5th Dec 2006 14:58 Edited at: 5th Dec 2006 14:59
wait... did miss something?

Quote: "Which reminds me, to set up the bloom:

Use this outside the loop

gosub SetUp_Bloom

and in the loop

gosub Update_Bloom"


no t3h c0d3z?

[edit] oh, right... looking good, it seems like there's too much bloom. but i think that's because of the large white cubes, and i can see it going down when you add in the final models.

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Posted: 5th Dec 2006 18:03 Edited at: 5th Dec 2006 18:04
Thanks, I can easily tone down the bloom and fix a specific tone for each scene, but for now, its just there as a technique ready for the real thing, its still in engine stage, but nearly out of it, just need to get some animated models done for that department, water and per pixel lighting. Also when you say 'not teh codez' is it not working? Or was that 'oh right' to clear that one up

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Cian Rice
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Posted: 5th Dec 2006 20:38
Ah, okay. I'll check if I have Version 2 of Sparky's or not.

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Posted: 5th Dec 2006 20:51
You might get away with version one, try both, I don't know what sparky has changed, I used Sparky 2 for my original Shadow behind the leaves collision code, but I took the collision from Lucidity in this version (because it is better, shame I can't remember where I got the snippet from), which I think just used the first version, I don't remember.

Also, with the current interest in the code of my engine, as a bit of selfish bad sportsmanship, I give this engine an America only licence, anyone outside have to make a payment of £1000 to me...Or you'll be taken to court...Just kidding, I'll let anyone download it and then sue, more of a profit

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Cian Rice
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Posted: 5th Dec 2006 22:33
Your code lacks the sc_ prefixes needed on those commands for the most recent version of Sparky's. That was the problem. Now when I changed it for the setupobject commands and started to compile I got this error:
"Subscript must be Integer or DWORD when referencing an array at line ___"

The line in question:


When I found out that it may have in fact been the sparky command I added the SC and it was a keyword. But then I got an error saying it does not match the required parameters. Now I don't want to try and alter anything and screw it up until I actually get to see the collision running in engine, but I think you should update the code with the sc_ prefixes for those using the latest version of sparky's to make it easier for everyone. And maybe if you're not at the most recent version update yourself.

But hey that's just me being lazy.

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Posted: 5th Dec 2006 23:38
It does sound like it could be sparky, I'll upload the dll I have for you, I don't know what the changes were in Sparky 2, so I don't know the issues. Hopefully the tgc upload thing will let me directly up load .dlls.

So place 'collision.dll' in 'compiler/plugins-user/'

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Peter H
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Posted: 6th Dec 2006 04:05
Quote: "Also when you say 'not teh codez' is it not working? Or was that 'oh right' to clear that one up "

Actually, i just now realized teh codez were in a different post...

i'll go stick my head in some sand now...

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Posted: 6th Dec 2006 12:25
lol, well I hope you find Elvis' secret underground beach bunker that I've heard about from a crazy man.

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Posted: 22nd Dec 2006 16:25
Small update, I'm back on it, I have time now, woot!

As I've set everything up as an engine, in order to test the load object function, I've stuck in a test model until Onima has been finished. Today I've been working on improving the inventory system, you can see I stuck in some HUD graphics as well, and Onima has been modelled (she will be tweaked to remove noticeable errors like the hunch back and her hands)

Screens for you:





"Cut down the gods if they stand in your way" - Yamamoto Tsunetomo
Mike Inel
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Posted: 29th Dec 2006 05:27
Wow! Nice screenshots! Good to know that you have time to work on it now!

Programmers does a big participation in a game, yet they have the least credit.
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Seppuku Arts
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Posted: 29th Dec 2006 13:30
Thanks, although that time is running out I think I'll try my best over the weekend, get my other work out of the way afters and then try to see what time I have then. I have textured Onima, but the problem there is I'm having UVMap problems, the head is fine, I UV mapped that in Hexagon, the rest was done in lithunwrap, so I assume it might be a transfer from Lithunwrap to Hexagon to Cinema 4D/DBP issue, so I'll UV Map her in Hexagon or adjust it in there.

"Cut down the gods if they stand in your way" - Yamamoto Tsunetomo
Seppuku Arts
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Posted: 11th Jan 2007 23:04
It's been difficult getting time for this, but although small, I think you guys deserve an update,its a media update, I did texture Onima, but from the screenshot you can see there is a UVMapping issue, it didn't appear in Hexagon, or Cinema 4D, so I'm going to have to tidy up some uv maps. I also have got more texturing done, preparing for map models and I've been playing around with royalty free music and mixing them to get an idea of the sort of music I want, I know I want some acoustic guitars for a general tune, which is doable if my brother lets me borrow his condensed microphone and perhaps a piano sound for the sadder bits which is doable in midi, I'll test that to see if acoustic and midi go together.

As for screenies, I have one and a bunch of textures.

Here you can clearly see my UVMap problem, soon to be solved, once done I'll be animating her and then doing map models and other characters and then start up with the opening scene.










And a crappy attempt to put them in a scene, its just a test scene, just to see what the textures look like,


Click Me! Dolphins aren't Mammals, they're lizards.
Sixty Squares
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Posted: 12th Jan 2007 01:45 Edited at: 12th Jan 2007 01:46
Looks awesome!

[EDIT] Whoops didn't see page 2. As usual...

Micophone
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Posted: 12th Jan 2007 06:36
Progressing well Seppuku Arts. Looking forward to the completion of this.

Great screenshot too... its a jungle out there. Maybe, as a suggestion, you should rotate the other tree in another direction (I know its just test screen) But it would be visually better to view.

Cause rite now it looks like two hitch hikers hailing for a ride.

"Honey why dont you hide behind the bushes for a while, your new color is scaring the cars away."
Seppuku Arts
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Posted: 12th Jan 2007 14:43
Thanks for the comments, as for the trees, you'll see better versions soon enough, I probably won't work on the game tonight (If I do, it will be enivornmental stuff), I get in at 6:30pm and eat (I'm not using a home PC to type this)

Just for people to know, my current plans from this point are.

-Finish the trees
-Make more textures (Wall, concrete etc.)
-Start building the town and a sky sphere that is my own
-Add the fixed water and bloom shaders (They didn't work together)
-Fix Onima's UVMap problem and animate her
-Start modelling a crazy guy, a policeman and her brother's corpse and perhaps 2 more characters (I might make one based on myself )
-Start bringing all of that together to program the first scenario.

Click Me! Dolphins aren't Mammals, they're lizards.
Cian Rice
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Posted: 13th Jan 2007 04:24
Quote: "(I might make one based on myself )"


I thought that these games could only go 'so far' in terms of certain kinds of content. Killing the judges won't win you any prizes.

But it's good to hear you're still making progress.

Seppuku Arts
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Posted: 13th Jan 2007 10:51
Quote: "I thought that these games could only go 'so far' in terms of certain kinds of content. Killing the judges won't win you any prizes."


I was thinking of seduction, but I do suppose I think too highly of myself


And cheers dude.

Click Me! Dolphins aren't Mammals, they're lizards.
Seppuku Arts
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Posted: 13th Jan 2007 16:31
Agh! I seriously need a new computer or more ram, it has been stressing me out for the next bit. I've modelled the park (The map system will work somewhat similar to Neverwinter Nights, because it is more efficient in terms of modelling, Of course in game, you should not be able to see those awkward edges.) I have hit a few problems, yet again with Cinema 4D 6's .x exporter, not only won't it export animation, the exports are useless, I'm just going to have to export the whole thing into something else using .obj, apply the textures and so on. This is what the problem looks like:



And the actual map (Excuse the made alpha maps renders, I don't have a clue why it renders like that, I guess Cinema 4D 6 is too old for our time, I need to get with the times ):



Click Me! Dolphins aren't Mammals, they're lizards.
Seppuku Arts
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Posted: 13th Jan 2007 20:59 Edited at: 13th Jan 2007 21:36
[edit]
FIXED ALL!



I think Cinema 4D CE 6 is terrible for games, I'm going to have to find myself a secondary tool, I'll have to purchase MS3D when I get some money together or a job and then my next big purchase, but my parents are pushing me to save up money for when I start uni in September.

It took a while to fix the problem, because I don't have enough useful apps, but I finally loaded it into a demo of Lightwave 9, activated the 30-day full use trial and loaded my model into that, added the textures, well it's 3 separate models, 1 solid, 2 alpha mapped (The transparency hasn't worked out, but I'm fixing that one) and there, LW made it quick and simple. Don't worry, there will be normal maps, at the moment they're greyscale, I'm going to have to convert them before implementing.

Click Me! Dolphins aren't Mammals, they're lizards.
Roxas
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Posted: 13th Jan 2007 21:08
Seppuku looks good and i see you have keep hurry on your coding.
I see you have still lot of work and the deadline is soon so i can just wish you a good luck!

I have no soul.. I nobody.. I have no heart.. I have felt in the darkness.. Im the darkness.. Whatever..

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