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Work in Progress / [LOCKED] Juxta Tempus

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x1b
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Posted: 5th Nov 2005 04:03 Edited at: 3rd Dec 2005 06:13
Juxta Tempus is an Open Ended,FPV,Medival fantasy,RPG Engine w/o a story line. Nore will it ever have one.

I've tossed out early Alpha source for this engine a few times to the community to get feedback,and I have.

I've since fixed countless flaws and bugs and have made this RPG Engine a full time project. w/ LIT's help,i've got NGC Collision running very smooth and have made several major improvements in the engine it self (thanks yet again LIT).

It's GUI is being written/developed in BlueGUI and Flash(thanks to Accode's Flash Plugin) but I wont be posting screens for that until I am content with the design.

Models are being done in 3D World Studio and Milkshape. Textures in Gimp,Sounds are a combination of purchased and developed inhouse via Audacity.

Presnently I am only adding DarkMatter 2 animated models as I need something in place to start a template and they make excellent "place holders". So expect the next set of Screen Shots to look awfully familiar.

A Combat engine will be in place following placing the animated models and GUI then followed by inhouse developed animated models.

Classes and Races will be reminescent of AD&D 1st Edition.(typical medival fantasy)

Online Multiplayer Functionallity is planned but will never exceed 4-6 simultaenous players (if i feel I can squeeze in 1-2 more players w/o killing bandwidth, then I probably will)

Server will be hosted locally (read: from home) on a P4 3.5Ghz 2g Ram, 2 80g HDD's on a 5.5Mbit Cable Connection.

- Do it, Do it Right, Do it right now..
Xenocythe
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Posted: 5th Nov 2005 04:04
Wow, pretty nice.
x1b
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Posted: 5th Nov 2005 05:01
hah! I was just reading your "How to build an RPG" tutorials and thought "Wow,pretty nice"

- Do it, Do it Right, Do it right now..
Sergey K
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Posted: 5th Nov 2005 12:08 Edited at: 5th Nov 2005 15:38
nice buildings.. but any in-game screenshots? i mean the player and stuff?


BlueLight Online, improved version of MorningOnline
Wiggett
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Posted: 5th Nov 2005 13:11
arent they from that medieval pack that guy was selling like a week ago? they look nic ebut pretty basic on teh inside. still i'll be watchin this project as I think d&d version 1 from oh os long ago is so much better than the complex version 3.5 is now. good luck

x1b
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Posted: 5th Nov 2005 13:24 Edited at: 5th Nov 2005 22:36
Yes,the models are done by Steve of http://www.arteria-gaming.com I have music composed by Arteria as well. It was me that kept kicking Steve in the ass to get moving on the Fantasy pack as I was knee deep in engine code and needed something to add as i was dev'ing. So,steve asked "Ok..what do you need?" I gave details on what is required for my game and he built his Fantasy pack around my project and his own concepts. Worked well. My music (20+ tracks) are also composed from Arteria,including tracks personalized for my game.
Steve's work is very high quality and his models are fairly priced.

Collision is 99% by Lost in Thought as he was dev'ing my collision as I was going. We continue to work together consistantly(or as his schedule permits)on the project. The mans got some serious skill and is an invaluable source. LIT's also brought some excellent NGC dynamics to the table that will be seen on my first demo release.

I never intended for a team. It pretty much happend on its own.

At this very moment,we are working on a feature where as players approach or enter such Objects as Buildings, other players, non player entities, their name pops up for a few seconds to identify what you are looking at, are being attacked by or what building you are in. In hein site I should have it so as that buildings are identified as you approach them. I'll include a screen in a moment to help explain.

Additionally,Shannon of http://www.3dgamics.com had accomodated me with video training tutorials for 3D World Studio and Textures as I was lacking any help file and new to 3DWS. Very,very fairly priced tutorials that start from begginer and range to advanced. We also continue to work togther on Juxta Tempus.

- Do it, Do it Right, Do it right now..
Hawkeye
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Posted: 5th Nov 2005 13:27
Nice models... a touch of lightmapping, and perhaps a better ice texture, and you're golden man

x1b
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Posted: 5th Nov 2005 13:35 Edited at: 5th Nov 2005 13:48
Hey, if you got textures to donate? By all means. At this moment I am less concerned with quality of appearance as opposed to efficiency of engine. Do it, Do it right. I'll clean it all up in the end but for now im using such things as DarkMatter and whatever Google offers me for "place holders" though the building models are static. Those and others I have will remain in game as well as music, sounds etc

Not to mention,we could always use "shine" such as water well models,beds, chairs etc but will get to making them ourselves sooner or later. Such contributions just help speed up development.

I, as usual, have every intention of releasing full source code in the end for the community to do whatever with.

Once this project is complete,it will be redone in the Torque Engine and C++ then sold commercially via Indy License. But thats ages down the road. However,the game will continue to develope in DBP as that is where my roots are in game development.

- Do it, Do it Right, Do it right now..
x1b
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Posted: 5th Nov 2005 14:15 Edited at: 3rd Dec 2005 06:13
I could use .dbo's for lightmapping but was having collision issues, so went with .x as I found it much more accurate.

I will inlcude lightmapping later on.

As mentioned,here is what I am working on this morning.


Hmm..never very clear,is it. I'll increase the font size later today.

- Do it, Do it Right, Do it right now..
Wiggett
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Posted: 5th Nov 2005 14:33
well good, you're certainly dedicated, hope this all goes well and gets a sticky. if I do some work for Aura's AGM I will donate some of the models if you can use em.

x1b
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Posted: 5th Nov 2005 14:46
Always,always appreciated Wiggett.

- Do it, Do it Right, Do it right now..
x1b
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Posted: 5th Nov 2005 22:32 Edited at: 3rd Dec 2005 13:29
Got a good chunk of alpha code done for combat engine. Hired Zoogan the Terrible here to be a practice dummy (and now his familiar "Muffin the Bat").


Going to include a base AC(Armor Class) directly affected by players Dexterity/Agillity(which ever I decide to settle on in the end) and armor worn at time of initiated combat. AC will be rated 1-100%(I so wanted to use the true AD&D 1st Ed AC Rules but fought my self from doing it) and matched against the enemies skill with the given weapon at time of combat or hand-to-hand if unarmed. The difference being the attackers percent to land a successfull strike then damage deducted from the defenders Hit Points/Stamina/Health(undecided). Despite what terminology I settle on,the code pretty much remains the same.

A beef I always had w/ countless RPG's is that mobs rarely dropped loot as they appeared to own. Such as Zoogan here with his Spear and leather tunic w/ helm. I would like to make models who's loot tables will be reflective of what gear they are adorned in plus a random loot table of assorted money and misc items.

Combat decidedly will be live time and affected by speed factor of weapons/spells used.

I am undecided on if to wait for the Terrain feature to be complete for 3DWS before I give this game a real terrain or if to splurge and get TED from http://www.d-grafix.com/softwareted.html am open to suggestions.

Head hurts, need more coffee. Think i'll give Zoogan a pet crow just for the effect and jump back into the combat engine.

- Do it, Do it Right, Do it right now..
Darkbasic MADPSP
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Posted: 5th Nov 2005 23:03
Not bad how come you are never on msn tho?

Louiz ofRohr
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Posted: 5th Nov 2005 23:10
That looks great, x1b..

btw.. I like when the people care about changing the resolution to show a nice stuff..

The worst foe lies within the self..

x1b
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Posted: 5th Nov 2005 23:20
Thanks Louiz. It'll be much better after we get a real terrain and skysphere in (no I dont want a box) and the GUI. At which point I will release a demo.

Dark: Sorry man,honestly, with out exaggerating,I come home from work Friday nights and begin to study(learn more about game dev) and develope w/o sleep until about sunday mornings, usually about 3-4AM. Then get up at 9-10am and back to the grind until about 11pm then back to regular sleep hours.


I love what I(we) do. I'm not the best at it but the learning curve is so worth the time and effort.

- Do it, Do it Right, Do it right now..
Darkbasic MADPSP
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Posted: 5th Nov 2005 23:25
ok then i'll keep you on my contacts anyway

Sergey K
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Posted: 6th Nov 2005 00:03
whaa.. so its quality game eh? nice work!


BlueLight Online, improved version of MorningOnline
x1b
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Posted: 7th Nov 2005 04:10 Edited at: 3rd Dec 2005 13:30
Ok,got sound effects working and weather. Anyone remember the old Sega-Genesis "Alterd Beast" game? And the "Wise Fwom Yow Gwave!" and "Welcome to your Doom!" well, would seem the now functional snow fall has Zoogan a little moody and welcoming players to their Doom. (thanks LIT)

see previous shot of Zoogan as ive been updating his screens as I add/remove features relevant to mobs(not that snow is relevant)


Below is a view of the player standing on a hill side looking down over the land.


I'm sure you're all tired of these same shots. I'll get to adding new contructs tommorow,namely to the TownKeep. Time to start building on the village.

- Do it, Do it Right, Do it right now..
x1b
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Posted: 19th Nov 2005 02:16 Edited at: 19th Nov 2005 02:18
Been hammering out alot of bugs in the engine w/ LIT. LIT And I working on the Combat Engine. After noticing there is no real Melee Combat Engine posted anywhere,we'll or I'll be posting the source for the engine in here WIP for others to use in part or in whole.

I was very reluctant to use the AD&D 1st Ed combat matrix but after considerable trial and error and several scrapped engines,ive decided I am blatantly going to write the AD&D 1st Ed combat matrix into my/our project. Starting with the raw

Initiative Rolled
Winner Attacks
If Hit, Apply Damage to Initiative Loser, Move onto Initiative Losers Attack.
If Miss, Move onto Initiative Losers Attack
Initiative Loser Attack, if hits, Apply Damage to Initiative Winner, if Miss then reroll Initiative and start Round #2+

Factors Such as Armor, Weapon in use, race, spell or Misc Magic Effects, will all be calculated into combat along with weapon speeds and "Surpise" rolls.

Have new screens, will try to get those up this weekend but focus is presently on combat. Then starting GUI. Still undecided on if to use FGUI or BlueGUI.

Terrain now being done in 3DWS and Advanced Terrain.
An Intermitten snow fall has been added as well(thxs LIT)

- Do it, Do it Right, Do it right now..
x1b
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Posted: 28th Nov 2005 01:54 Edited at: 20th Dec 2005 13:09
More screens to come. Here's a few in game shots from last weeks development.

- combat engine improved, added upon and added to game engine
- developing sync'd animated combat between player and non player entities
- terrain being revamped now that 3dws 3.36 is out
- working on day/night sequence
- threw in one of Megaton's models. going to give it an interior.

edit:
Just noticed the screens are missing the player GUI. used fraps to
take these. will repost later with GUI included.

[EDIT]

Screens Removed For Updates

- Do it, Do it Right, Do it right now..
Oneka
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Posted: 28th Nov 2005 02:00
I wish I had more models....


Making better games everday!
Oh yeah and just so you know its Oh-nek-a not One-ka!
Xenocythe
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Posted: 28th Nov 2005 02:00
Woooh, the pics are awesome, great progress!!!

BTW, are you using a level editor for that?
x1b
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Posted: 28th Nov 2005 03:11 Edited at: 28th Nov 2005 03:29
Using
- 3D World Studio 3.36
- Terrain Media Generator
- Advanced Terrain
- BlueGUI & FlashGUI
- Cloth and Particles Pack
- Enchancements Pack
- EZ Rotate
- Audacity
- Fraps
- Giles
- TreeMagik
- CharacterFX
- MilkShape
- Gimp
- DarkMatter 1 & 2

And most importantly,LITs help with writing and rewriting the Engines.

Additionally, the models are not my work. They where requested and tailored for my project and purchased. I will be using several of Megaton Cats models as well and add interiors to them. Roughly 24 tracks are or will be included in the project as well,also purchased and tailored to fit my project.

My Goal: To write a Virtual Advanced Dungeons & Dragons 1st Edition Engine that will allow me to DM for 4-6 players simotaneously as well as play along side of them.

Following this project,I have every intention of writing The (virtual)Temple of Elemental Evil to plug into this engine.

My project will be situated in the "The World of GreyHawk" realm settting (again 1st edition)

The source code and any license free/royalty free media will all be made OpenSource in the end or donated to the MMORPG OpenSource project,followed by a "Developing an ORPG" Tutorial.

Really,im doing this for me and a few friends for the fun of it.

- Do it, Do it Right, Do it right now..
x1b
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Posted: 30th Nov 2005 03:08 Edited at: 20th Dec 2005 13:09
- terrain still needs heavy work
- havent solved GUI showing in screens issue yet
- adding flowing banners/flags and torches, camp fires this week
- need to add AI to guards and mobs


[EDIT]


Screens Removed For Updates

- Do it, Do it Right, Do it right now..
dark coder
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Posted: 30th Nov 2005 03:30
yea looks really cool, reminds me of knight online. apart from the terrain could do with a seamless pattern the map really could do with some lightmapping as everything looks a tad too bright atm.

and didnt anyone tell those guards purple doesnt look cool?

aside from that the place could do with some peasants you can mug and maybe some generic objects like a burning barel or something.


x1b
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Posted: 30th Nov 2005 03:38
Quote: "- terrain still needs heavy work
"


Personally,I like the purple cloaks. they do need to be longer.

- Do it, Do it Right, Do it right now..
The admiral
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Posted: 30th Nov 2005 04:02
Yeah that all looks sweet dude a little more work on the terrain and this could really be something.

The admiral
Sergey K
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Posted: 30th Nov 2005 09:13
nice guards


BlueLightOnline Coming Soon. (95%)
Hawkeye
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Posted: 30th Nov 2005 16:00
Amazing level work, dude Looks really really cool, add a touch of lightmapping and you'll be set for life!


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
x1bwork
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Posted: 30th Nov 2005 16:46
Quote: "the terrain could do with a seamless pattern the map really could do with some lightmapping as everything looks a tad too bright atm.
"


for sure about the seamless texture. ive been struggling w/ 3dws to "fix" that for me, but so far no dice. Will try again tonight. The lighting is downright dreadfull,no question about it and the models ALL need lightmapping. The sky,I prefer the new richer blue I have going now than the previous washed out looking blue.

As for your
Quote: "a burning barel or something"
umm..no. I will be adding flowing flags to the sides of each guard and torches just beside the flags. As well as torches(animated)to the left and right of the doorways of key buildings such as the "Adventurers Guild"

I'd like more suggestions though and critisizms, constructive or direct flames.

This is very,very much a learn as I go project.

Thanks to comments made thus far? I may put the coding on hold and focus entirely on the terrain until I see better(more content) feedback on it. Thanks guys.
Megaton Cat
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Posted: 30th Nov 2005 20:49
Quote: "add a touch of lightmapping and you'll be set for life!"


The lightmaps are included with the model packs...dunno why he doesn't apply it.


The cat era has begun.
x1b
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Posted: 1st Dec 2005 03:35 Edited at: 1st Dec 2005 03:43
Quote: "The lightmaps are included with the model packs...dunno why he doesn't apply it."


I will mega,I swear. After ive fixed the terrain (texture now stretched, not scaled and fps upped by about 10fps) and a few minor things that are irking me. Working on lighting tonight.

Actually Mega,ive gone from "threw in one of megatons models" to "ive thrown in ALL of megatons models" Sent you an email.

- Do it, Do it Right, Do it right now..
Megaton Cat
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Posted: 1st Dec 2005 15:38
Glad you found em usefull.

Didn't recieve an email though. Send again?


The cat era has begun.
x1b
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Posted: 3rd Dec 2005 04:45 Edited at: 20th Dec 2005 13:10
Quick update:

- terrain scaled from tiled
- snow cleaned up (was too murky)
- lightmapping added
- Megacat has been commisoned to help develop additional models (exclusive to the project) and Dungeons.
- New ambient music added
- LUA(Unity) purchased to help w/ flow of development.

[EDIT]

Screens Removed For Updates

- Do it, Do it Right, Do it right now..
dark coder
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Posted: 3rd Dec 2005 10:15
i see no lightmapping :s, just now the terrain is plain white.


Kohaku
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Posted: 3rd Dec 2005 11:10
You need a nice snowy detail texture there.

Looks good!


You are not alone.
Hawkeye
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Posted: 3rd Dec 2005 13:22
It looke quite good mate, but the castle texture is a little on the light side of things, perhaps tone down the colors a bit. The terrain needs a good snow texture, like Au--, er, Haku said.

Other than that, looks perfectly pwnistic. I shall be watching you...


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
x1b
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Posted: 3rd Dec 2005 13:23 Edited at: 3rd Dec 2005 13:31
Dark coder: If you cant see the difference between the screen shots? Then you're blind man! Scroll up and look then compare w. the current shots.


Haku:
Quote: "You need a nice snowy detail texture there."
Am using a snow texture for the terrain. It's a little too bright. The previous too murky. Going to leave it as is while I work in a body of water and tree's. The terrain is still too lifeless. If you have any suggestions for textures, sites etc, by all means direct me. I appreciate the feedback!


Hawkeye:
Quote: "It looke quite good mate, but the castle texture is a little on the light side of things"
Think so? Megacat uses a texture pack that I like alot. I'll see what he has that i may reapply to the TownKeep. Thanks for the input!


Maybe you're all right. Mayhaps the sky is too bright a blue. I'll see what else i can come up with.

- Do it, Do it Right, Do it right now..
Megaton Cat
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Posted: 3rd Dec 2005 14:47
Lawrence, here's a quick idea: Since you mentioned you are using 3DWS for landscapes, why not load all the buildings through there and then lightmap? You'd get some great placed lighting and shadow-mapping on the terrain that will look loads better.

p.s what format are the landscapes in?


The cat era has begun.
x1b
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Posted: 3rd Dec 2005 15:11
Ok,mega's beat me into submission over msn.

Lightmapping the other models (in TownKeep and the TownKeep) then looks like we'll be giving the landscape another overhaul and going from heigtmap terrain to a model terrain.

The tree's and water may get bumped another day or two.

- Do it, Do it Right, Do it right now..
x1b
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Posted: 5th Dec 2005 00:36 Edited at: 17th Dec 2005 18:10
Mega working on the interiors now.





As requested
Quote: "It looke quite good mate, but the castle texture is a little on the light side of things"


[EDIT] screens removed due to updates of this scene

And now addressing
Quote: " just now the terrain is plain white.
"
Adding snow capped mountains as opposed to the present lumps of white hills coverd in blinding snow.

Seriousley considering redoing the whole terrain as a snow dusted grassy gnoll,snow capped mountainsides and tree's/water.

- Do it, Do it Right, Do it right now..
Hawkeye
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Posted: 5th Dec 2005 01:12
Woooooowow, megaton's interior shots look awesome He definately qualifies as one of teh top level designers around, and the mere fact he agreed to work on this project with you just screams out that this must have quality!!


I am but mad north north-west; when the wind is southerly I know a hawk from a handsaw - Hamlet, Hamlet
x1b
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Posted: 5th Dec 2005 01:48
Between Lost in Thought's help w/ developing the engine and Mega's Help w/ Modeling,this may go further than I intended. Additionally,Mega suspects he may have a quality animator/modeler to add to the very unintended team.

- Do it, Do it Right, Do it right now..
x1b
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Posted: 5th Dec 2005 02:40 Edited at: 5th Dec 2005 02:56
These just came in from Mega. A shot of some interior furniture for a Bar we have planned.



- Do it, Do it Right, Do it right now..
Sergey K
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Posted: 5th Dec 2005 07:37
nice new shots.. congrats..


BlueLightOnline Coming Soon. (95%)
dark coder
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Posted: 5th Dec 2005 10:42
apart from the million watt lightbulbs being everywhere, the interiors are a nice contrast. i think the wall textures are very nice and add to the whole feel, but i feel the objects(tables,chairs etc) could be more adventurous, like the tables could have nice bits of cloth draped over them and they come off the edges slightly, the chairs look a bit unimaginative imo, maybe add a specific chair texture for them rather than using the same wood image. the ceilings could have maybe have beams going across them, torches? candles etc etc, and maybe add some random things around the places so it looks used like bits of rubble? tools etc etc.


x1b
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Posted: 5th Dec 2005 12:57
Quote: "apart from the million watt lightbulbs being everywhere"
which,where? the lighting looks very dim. fitting for a medival tavern.


Quote: "the tables could have nice bits of cloth draped over them"
Quote: "candles etc etc"


And mayhaps a bottle of wine,chilled in a bucket? a violen player, a small silver bowl of cavear! was sure I saw that in the tavern scene in Conan the Barbarian...

The beams across the celeing is a good call. Though maybe at a later time.

As mega takes on more of the modeling,I have more time to get back to developing the engine and working the terrain w/ Mega.

- Do it, Do it Right, Do it right now..
Megaton Cat
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Posted: 5th Dec 2005 13:41
Quote: " apart from the million watt lightbulbs being everywhere"


Erm...well, that seems to be an issue with your monitor brightness, because they appear sorta dim on my monitor.

Well, the rest of the stuff you're describing all sounds like royalty. This is your average medieval dwelling with old wooden rickety chairs, old wooden tables, etc.

Texturing chairs seperatly seems like overkill to me since it all looks the same from a distance.

I've thought of beams to, for larger buildings. I didn't reckon a shack is gonna need beams.

Thanks for the crit.


The cat era has begun.
dark coder
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Posted: 6th Dec 2005 08:59
i was refering to the outside with the lightbulbs... the interior looks fine, what i was describing wasnt royalty just a peice of cloth over the table not some slik 100m gold thread embroyded tablecloth, just something to make the scene more exciting, fine if you dont want to challenge yourselves ¬_¬


x1b
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Posted: 6th Dec 2005 10:23 Edited at: 6th Dec 2005 10:26
Quote: "i was refering to the outside with the lightbulbs... "


Agreed. we're completely scrapping the terrain and very likely the TownKeep as well and expanding. Mega is now officially in charge of moldeling both the terrain as well as the constructs.

I my self am presently in the process of integrating lua scripting into the engine then continuing to build it w/ LIT's help.


In consideration of your Beams suggestion,mega and I where discussing the idea and very well may do that for larger buildings.

I can not speak for mega, but I suspect he may add such "flare" later on as time is already lost since we both agreed to scrap the entire existing terrain. However we will continue to persue a Winter Scene for the this specific terrain.

- Do it, Do it Right, Do it right now..

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