Quote:
Originally Posted by kedaman
The green man has liften the heal on his right foot. The red man has the heel stil on the floor...;)
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Printable View
Quote:
Originally Posted by kedaman
The green man has liften the heal on his right foot. The red man has the heel stil on the floor...;)
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Quote:
Originally Posted by wossname
OK, give me a wink when it is done, so I can go bug hunting.
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?????????Quote:
Originally Posted by kedaman
dfamn you're too fast, I edited my post.Quote:
Originally Posted by NoteMe
This one?
http://panelmonkey.org/sprite.php?id=465
Quote:
Originally Posted by kedaman
Yeah, that was 3 posts before you managed to edit it...;)
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that's what you get if you do direct linking, so enter it in the address bar instead.
yeah, but I had to edit it twice, I first posted with img quotes, then just put the link there, and finally i added the note ;)Quote:
Originally Posted by NoteMe
Quote:
Originally Posted by kedaman
Yeah I know..I hate servers that does that...grrrrrrrr
I can't make the link work no matter what..whats wrong with that page...
yeah, its annoying. Btw can't you hack your browser somehow so that it wont send the referer address?Quote:
Originally Posted by NoteMe
Hehe..yeah, just wait two sec..and I will do that..hehe..
ok try the same with this one, don't click on it, just paste it.Quote:
Originally Posted by NoteMe
http://www.panelmonkey.org/gs/Mancubussheet.gif
Drop the chitchat please.
Now I am not sure if it is working or not anymore. Now it seems like it is showing the last picture cashed on my computer...:rolleyes:
maybe you could be really cool, and make the enemies not monsters, but robots, which can be drawn by single color polys, hehe, kind of alot of work though, would run faster but, and give all angles.. but means to part from the old monsters idea
EDIT NOTE: the image
That worked...:)Quote:
Originally Posted by kedaman
Well point beeing. That it is 64 sprites for the caracter + 13 when he dies.
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It looks like the some of the Doom images are mirrored when required. Look at PainElementalsheet.gif on the same site to see a good demo of that.
Yeah, looks like you are right. Werid, I guess they do it during loading then.
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Maybe, or maybe they just draw it backwards at the time.
Or they might be drawing them mirrored, or it wold take up a lot of unnecessary memory.
man i'm slow today :(
Um... not to be invasive on your schedule or anything, but do you have a smoother-working map viewer done?
I tried several different camera positions on the last upload and nothing worked for me...
NOTE: I'm not all that enthusiastic about the distance darkening thing.. I mean, it's cool and all, but wouldn't you think that there'd be equal lighting on all blocks? Looking further doesn't darken what I see, it just makes it harder to make out, whitch a 3d engine does anyway...
Unless you wanted to make a "lighting" texture aka a texture that specifically generates light regardless of location..
That would be really cool if all the light came from the floor...
wossname,
do you think you would be able to demo the distance darkening on my scene there? post #829
make sure your starting camera position is not within your maps bound, move it off the map looking inwards, -2z always works and leave the looking the way it is.. once it has loaded up you will be fine to use the other angles setup by notemeQuote:
Originally Posted by timeshifter
EDIT NOTE: regarding the darkening, well, things do get darker far away if the torch on your head is the only light source
Timeshifter: You've never played Doom have you?
Distance Darkening is here to stay. For 2 reasons: 1) it looks cool, 2) it makes rendering faster when we use polygon substitution.
Doom had this effect, move away from a wall and it gets gradually darker until its black.
Quote:
Originally Posted by timeshifter
It has nothing to do with the camera viewer to do. It has to do with the bug in the camera class. And we havn't buildt finished the camera class yet. If you can mail your map to me notemester(aaaaaaaaaaaaattttttttttt)gmail(dooot)com, then I can see if I get the time to look at it again afterI have fixed the distance darkening bug. It might be that the problem you are having is because Wossy left out calling the constructor in my camera class when he made the last changes to the map editor.
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Could ya give me a screenie of what the camera box should say?
I think some of my variables got screwed up as I was trying to find a way that would work...
2 words about distance darkening.
The reson games have distance darkening for indoor games, and fog in outdoor games, is to smoth out the transission when things are cut out beyond the far plane. I think it is a good idea to have it on this project, since you guys have the possibility to make the corridores as long as you want. Hence our culling will suddenly stop rendering the end of the corridor. And that will look pretty stupid.
But it is true. It is pretty un natural. Nearly as you walk with a flash light in a dark corridor.
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I currently have this configuration
technically, it should work for any map
My bad. Didn't know it had any real affect on rendering.. I woulda thought the exact opposite, but then again, I've never done any 3d coding...Quote:
Originally Posted by wossname
Yeah.. that could be a problem, couldn't it? The map's on it's way. :thumb:Quote:
Originally Posted by NoteMe
Quote:
Originally Posted by timeshifter
I have never used the map editor..:)..havn't had the time. But maybe Phil can tell you what he used. Or wossy can tell you how it works.
[Edit]Phil all ready did..::)
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Quote:
Originally Posted by timeshifter
Yeah, it can be a big problem, since at the moment non of the variables in the camera object is initialized except position and direction and up vector. So this is the first thing that I will fix. And then I guess I have to debug a lot more to see if there is more (something I believe it is).
Looking forward to see your map. Thanks a lot for helping us out. Really appreciate it.
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Thx a ton, that got it workin like it should..Quote:
Originally Posted by Phill64
BTW, I'm very impressed by what I see so far. Nice job on building everything. It's lookin great~!!!
Glad it worked, so I didn't have to worry about my camera even more..:D
BTW everytime you find a cameraconfig that doesn't work, it would actualy be nice if you posted it here. So I have someting to go after when I get the time. Thanks a lot.
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Behold, hell!
made up some textures for those nasty levels
here's a screeny and the textures for anybody else who is making maps.
Ohhhh....ohhhh...ohhhh...where do you get the ideas from...this is sick...this is wicked....this is FANTASTIC.....nice job...I really looking forward to making some water effect sounds when you walk in this ****..:D..
PS, does anyone have a graphics application installed that can make this picture to a valid ico file, so it can be used as a favicon??
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:eek: Visual Studio makes .ico mate ;)
Are you up to write a tutorial on how to convert a gif file to ico in VS...:D
well, i did it for you..
and to do it, just right click on any project u have open and 'add new item' pick icon file, then you need to create a new type for the size u need, and delete the one in there. open ur old image in paint, copy & paste and save the file, you're done :)
BTW: glad you like the hell theme, i should do a couple more themes, not sure what though, maybe a laboratory or something
Quote:
Originally Posted by Phill64
Thanks a bunch. I will try to remember that to next time. Not that I had any projects open anyway though...
I am looking forward to new themes from you. It really looks like you know design. Much much much better then my imagination could ever come up with.
Thanks
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I have used the last 3 hours or so on waiting for wossy to send the files. But since I get bored easily, I started to design a web site. I liked the Mozilla Firefox Deer Park theme so much, so I stole some ideas..:(...bad me..:(
http://www.mozilla.org/projects/deer...es/alpha1.html
DoomSharp();
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I think I've finally figured out how the camera works... phew. that'll help a lot.
Woss or Noteme, do you have a version of the map viewer updated with the distance darkening?
Nope, and I wasn't actualy thinking about making one either. The map viewer I made was just made because of your command.
Wossy hasn't come online yet. So I havn't had the chance to look at the bugs at all. And not been able to update the code either..:(
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okee. any screenies won't look quite as good, but they'll work no problem.
Keep up the awesome work! I'll report problems as/if I find them.
Fine, I really appreciate your help. You are helping us speeding up the process here. Thanks
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the latest is this.. its a tunnel texture!
(yes it will look funny on an angle) but its not designed for that, it's only to be put at the end of a real tunnel like i have done here (will look better with dist darken)
it's purpose is to be the exit on the hell maps :bigyello:
Nice nice nice...looks perfect to me...you are atrue map designer..::)
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Are you positioning the camera inside a corridor looking down or from outside the end of the tunnel looking in?
from outside the tunnel looking in
Error message when trying to place the camera in a room?
Dude, you are pretty well in tune with what we are after. I like your creativity, like the fallen ceiling panel, that is neat. I'm frankly impressed.Quote:
Originally Posted by Phill64
For my intro screen I want to eventually have a 800x600 image, preferably inspired by the original Doom (or Doom 2) cover. I want it to be pixellated slightly so it looks retro. Would you be interested in coming up with some concept sketches? As we havent finalised our color scheme yet we just want a rough idea of the layout fo the intro image.
I'll leave you with this, I took the liberty of designing a more obvious test map for this lighting. Lights alternate like a checkerboard pattern. I rendered it in max quality too because it wasn't so obvious in normal. So you can see that it does work in conjunction with DD. But you'll need to increase the contrast between ligh and dark even more on your textures. Good ideas though.
The first one looks like you are looking down a shaft....elevator shaft or something..:D
The other one is seriously cool. But have to agree. The light have to be brighter. But the idea is just incredible....maybe it is even possible to make a window look real?
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Quote:
Originally Posted by timeshifter
Did you get that? Or did you ask if anyone got that?
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I had that earlier actually, it seems to be a combination of look and position vectors, but I can't see any pattern in it yet. But i'm using the latest version of the game to preview the maps and it has a modified rendering alg.
Note, The NaN's and the overflows are being passed into the renderer from the wallpart. I think the bug is between wallpart and renderer. I'm going to take a couple of days off from D#. i'm knackered. I'll keep reading this thread but i won't be coding. i'll think about the blitter though.
*sleeps*
I kind of have the same feeling as you right now...I am DEAD tired...but if you take a few days off. Then I will take the opertunity to shoot my self in thead with this project. And will work as a horse to get some of the bugs out of the way. At least I hope. And maybe soon a movable camera.
BTW what do you mean by between wallpart and renderer? Isn't the wallpart only sending the screencoords?
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that 2nd screenshot came out quite good, the light to the far right hand side looks very cool, but yes, needs more contrast still as you say, will keep that in mind when i do a couple lights in the map im doing now
yeah, you deserve a break noteme, so do you wossname.. you've both been hard at it for ages
Yeah it should be, but i'm getting -2147483648 in some of the coords so something's overflowing. The latest version is on the server anyway so help yourself, just don't break my lovely, beautiful, sexy renderer. :DQuote:
Originally Posted by NoteMe
Quote:
Originally Posted by wossname
Wow...that is a screencoordinate I don't have on my 19" LCD..ned a -9999" to do that one..:D..Thanks for the tip. That might save me a LOT of time.
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I got that the first time I tried.. let me try again real quick from a different position..