The spell animation is very good!
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The spell animation is very good!
Haven't you rebuilt the engine enough???? =P
Hehe, good job Zaei. Can we have some new screenshots or something? Also, I was wondering if we could have a sea 'sheet' or something like in my VRML program at a certain height, to mimic the sea.
But what I really want to see is something like sunset, sunrise effects, high noon, etc. Also, bump-mapped terrain to make it look spiffy ;).
No =). I haven't rebuilt it enough =). And No, no new screen shots yet. I think that I will get rendering going, and then re-write the UI. Then you guys can have some screen shots.
Z.
Alright. It draws Triangle fans from Vertex Buffers now. Vertex Buffers are refered to using HANDLEs, unless they are Selected, using SelectObject. In that case, they can be locked to get a pointer to the data inside the buffer, and then unlocked, so you can draw from them. At no point in this process does the actual application see "D3D", or "OGL". Psy, I fear you have quite a bit of work coming up. You are going to have to implement all of these functions in OpenGL.
Z.
Yuppers, both exe files and the map are in the same dir, i run the second exe and it shows the window and loads (the msg box thingies) then i press pageup/down to rotate my view along with the other two keys to totate, when i do every thing is all flickering and sometime half the terrain dissapears and stuff. i can show u a screen shot of me at one angle in the world and then after one short press of the rotation keys, me in another so u can see the dissapearing terrain.
I am running An Elsa Gladiac GeForce 2 MX if that helps ? tho it shouldnt make any difference 9only in terms of speed).
I believe Jorj and I are running the same GFX card as well (ASUS Geforce2 MX) and it happens on my computer, not sure about Jorj...
Hehe. If it's of any interrest, I run Matrox Millenium G400 on my computer. It works fine. Thx about the animation, though. Zaei, have you figured out how to use animation on the map?
School begins 15. Aug. That is...Wednesday, which means less work on the proj :( I know, it's a *****, but it has to be...
Just for report, I'm rebuilding that mage I posted previously. He's looking quite nice now, but it needs a lot of work. He's somewhat a challenge :)
Good evning to you all!
hey Zaei, only have like 3-4 weeks left for my holidays, plzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzzz send me some god damn code man. I just wanna have a look at it etc, plzzzzz send me something. I wnna work on something, anything ??????
Are you working on a renderer for using open gl and direct x ?
Zaei, tell Psy some of the functions that you will use. Psyvision, when you get some kind of code together, add a switch in all of the modules for if 'divRenderMode' is 0 or 1. 0 would mean Direct3D, 1 would mean OpenGL. That way you guys can get some work done.
ok, i think Zaei is already doing some kinda work with this, im just trying to think of the best way to do it. You would require two dll's if im correct, one with rendering / initializing / shutdown code for direct x and the other for open gl. They would both have exactly the same functions, we would perhaps have to make up some of our own structs to allow us to return both open gl and direct x data without having to change in the code that uses the dll's for example with open gl we would have to perhaps specify a CVector class but in direct x it would be DD3DVECTOR which would give an error. so we can have like
typedef struct _RETDATA
{
CVector opengl;
D3DVECTOR directx;
}return_data;
i dunno though, or we could just have each function turn the direct x / open gl specific return data into our own data which would stop the need for this but would take up more time.
Then ontop of these two dlls (directx and open gl) you would have a Render dll, which you would Initialize and say open gl or direct x, then you would have functions like DrawTriangle(...) which would then check, if its direct x code or open gl code it uses.
Please get back to me asap so i can get to work on something.
ok cheers will start work on conversions (plz can u make it clear when u send the code what u want a conversion of), also open gl does not have an equivelent of D3DVector.
The only thing I can think of that actually uses the D3DVector are various D3DXMatrix functions (View matrix, projection matrix, etc). If you need the values of the vector, you can just get them from a VECTOR.
Z.
Alright. I got the map demo working with the new setup. It was a kind of test =). It took about 15 minutes to convert the map class >=). More work coming. Ill post some shots soon.
Z.
Yeah, I know Zaei's engine is the 'hot' theme nowadays, but, I worked on the mage guy. He's not complete. He need some detils on the upper body. However, I can't figure out how to do what's below his legs. Any ideas? Does it have to be just gas, or can I edit him a bit? Here what he is so far.
Well, this is my best attempt so far. BTW, it's so little action here. What's happening? Are the project going under?
Im here, well with the mage u want like smoke maybe, or maybe nothing, just like have the bottom of his trousers like skirty thing all ragged.
Can we have a roll call of active dudes and their current "im working on bit" ??
can anyone mail me a small quake 2 level please with the textures etc needed for the level, i only want a small level though plz,
[email protected]
ive something it done in html and i would like to know how to do it. play a .mp3 .wav files from windows media player. whats the code for it.
I'm here, working on the archer dude. My shedual is getting a bit busy...but im still here.
Everyone knows what I'm working on =). I am hoping to get a basic UI Window going tonight.
Now, descision time. Do we want to texture the landscape, or would a vertex diffuse color be fine?
Oh, and i have figured out how to reduce the size of the map by half =).
Z.
Will texturing the map take a lot of resources?
I think itll be 64 1024x1024 textures. So, Yes, itll take about 268 megs... gee. I guess that figure will make the descision for everyone.
Z.
Grumble, grumble.
I want textured landscapes!!! :D
How about we use a pretty low resolution texture, only on the part of the map that's viewable. With a fixed viewpoint, I'm sure you could do this...?
Why do we have so many resource limitations? Grrr.... :mad:
Cuz we are ambitious =). I think it should actually look pretty nice, regardless.
Sas, the reason we cant use your idea is this... First, to get a good detail on the terrain, you would have to have a texture at least 10 times the size of the terrain itself. On most video cards the max texture size is 1024x1024. Second, to just use a smaller texture on just the onscreen part of the terrain, you would still need the really big texture, but you would get the part of the texture that was visible. It would be feasible if the texture wasnt so freakin huge.
Z.
Hmm... I see what you are saying. Even if it isn't onscreen, it's still in memory, I see it now.
Ah okay, so we'll scrap the texture terrain idea, but we'll have to have something that makes up for it. Like, a very very small texture looped a lot. (eg. 128x128 texture)
Yeah, Its a pain =(. Luckilly, using Vertex Diffuse coloring, each color can be generated on teh fly, using the general shape of the terrain, using the neighboring vertices, so they dont have to be stored in memory. As a side effect of that, we should get an automatic mip-mapping effect.
The API is quite a pleasure to program in. As an example, the drawing code for the window is this:
...Neat, huh? Just thought i'd share.Code:RESULT UIWindow::Render()
{
SelectObject(myVB);
SetMatrix(myMat);
DrawTriFan(0, 2);
}
Z.
Could you make a version that can be refrenced using VB? And also does it take a handle as the platform for the rendering? If both are yes, once the engine and some charas are done I'd like to try a graphics optimizer that'll set up the gfx for optimal performance (based on the computer). Eg. like limiting the amount of lights that are ON, turning the stencil buffer (or shadows) OFF, etc. So that someone's old P-166 wont freeze up when the mage casts a spell >=)
Will this easy-to-program API result in any speed hit?
Hello Folks!
I would really like some ideas and stuff on my mage again. I need more opinions of hoe to make his "Underwear". I'll post what I've got right now. Sas, what do you want? It's up to you, you know :P
Tomorrow starts school, and I will have to concentrate more on topics within music. However, I'm reinstalling soon, and will give an attempt to write some music for the game.
Here's the mage
2 things - the hands aren't energy (they are actual hands, in the pic he is casting a spell) and could you make the enery below more like a cone, but the apex at torso level and the bottom at the ground level.
Mage: the cape is top tho the face part is a bit aquare, as is the body. The ****e at the bototm of him i think should be more like cloud or kinda cond like sas said, also his little blue hand things need fixing.
Yeah, Sas, I might be able to convert it to work with VB.
Well, the UI windows are coming along, and again, i'm trying to mimic the Win32 API, so there are fun things like message queues, Message handling Procedures, etc, and, again, everything is done with handles.
Im not sure what I should do next. I am thinking that either sound, or the scripting engine should come next... everyone take a vote.
Z.
What do you mean more like a cone? It IS a cone. But you mean his body should look more like a cone?
I think he means flip the cone upside down, and make it longer.
Z.
lol x3, it looks like a 4 sided pyramid at the moment (if i remember ok), no the body is like a box, can u round it a bit more ??
Zaei, can i see the current version of the engine, u need to have the base rendering running tops on all pc's (that us here have) before u go adding ****e thats just extras, will i get my code soon ?
Yeah, I know Psy =). Thats part of your job too =P. Anyway, the rendering itself is fairly fine. I hae run into a small problem in the UI rendering code, where it is somehow getting a hold of some D3D memory, and isnt freeing it up (which shouldn't be possible, period). So, i think I have a bit of work to do on the memory management code. There are some small issues with that stuff as well (eg, if you try to create a texture, and its already been loaded into memory, itll still load a new copy, but itll be up to myself and Psy to keep track of that kind of stuff).
My brain is frying.
Very likely, I will comment some code tomorrow, or perhaps just leave my computer off. Either way, Psy, you will have some code to work with by the end of Thursday. I hope that's ok, I know you've been waiting for it for a long while. Ill try to organize it a bit for you. Hope you guys understand. I dont want my brain to melt down.
Z.
The voice of experience...? >=)Quote:
Originally Posted by Zaei
Hope you guys understand. I dont want my brain to melt down.
yay, code at last, i also got my yamaha rm1x so i can make some tunes for u aswell ??, i have also made a texture manager, u can easyily implement it not to load the same texture twice (i have already kinda done that).
Well, Sas =P... I was in my shower the other evening, and forgot what the shampoo was for -.-;;
Z.
Clever You !
Psy, you have the DX8 SDK, i assume? Otherwise, you wont be able to get anything to compile.
Z.
I learned of an interseting technique earlier, about using splines to define a section of terrain. It uses a function to determine the height of a point at a certain (x, z) coordinate, so they dont have to be stored in memory. Also, in the map file itself, all that needs to be stored is the height value of each control point in the spline on each edge. Then, the height function just sort of interpolates to get the correct value. Basically, using the same amount of memory as the current map we are using, i could probably increase the terrain size by, oh, perhaps 10, 20, maybe even 30 times, and still use less memory. Should try to implement this at some point? I think it would be a good idea, and should smoothly interface with the current map implementation.
Itll also allow for a higher level of detail =). Should I do this?
Z.
I do.
Ok, Psy, where can I send this 400k file?
Just extract it into whatever folder you want. Itll recreate the correct directory structure. Then, you will have to move the original heightmap into the directory you created (eg, if you extracted the source to "c:\div\", you would move the heigtmap there). There are three projects in the workspace. The main app is linked to "System" and "UI". "UI" is also linked to "System".
Everything you need is in "System". Check out SYSD3D, SYSDevice, and any function in "System" that has a "switch(video.api)" line.
Any questions, just email me at [email protected] .
Z.
Psy, do you know what PDL is? If not, ill see if i can find the link to the tutorial i read. It is a technique for documenting code, that id like to use for the entire project.
Z.
Damn that codes a ***** of a mess, i have got it fixed up and compiled and im bout to dl the map file.
Please can you post al ink to the map file again, i cant find it on the thread.
NP i found it :D
Lol i ran it (the compiled exe) "This program has performed an illegal operation." Damn ****er, ok im gonna run it from the IDE.
ok it worked, its still jolty but i can see more now with green terrain, the movement is too quick i think is perhaps the problem (or the camera needs to be higher).
Hit W for wireframe. Again, the reason for the fast movement is that it updates every frame, like the other thing. Anyway, does it do any of the wierd stuff that the demo did?
Z.
PS: My code looks great =P. Just no comments.
all the includes were ****ed and the files werent where they were meant to be according to vc++ so i have got it working, though i think i have just realised why, i will have a play again tomorrow :D
You have to add "{DivSrc}\Classes\" and "{DivSrc}\" to your include directories Options, and "{DivSrc}\" to your library directories options. Sorry about that.
Z.
Its been a while....
Alot has changed since I left....
thankfully you have not found a new concept artist....
To real Igor and Comb: I love the effort that you guys are puting into the art your doing but remeber that it has to be as realistic as possible, nothing cartoonish....
Im not sure if my scanner works, even if it does I cannot be in
the computer that much, I will do what I can... something I love about this team is it never even gets close to giving up......
I have moved to a new house and that why I ve been out of it
Untill next time!!!
Farewell..........
Norman:
It's not easy to make reallooking figures, because of the polygon count and the fact that I am really bad in making skins :(. We're (At least I am) doing the best we can. I'll post every model here in this forum so you all can come with complaints and What you think I should correct. :)
BTW, can everybody explain what I should do with this mage-dude. Take a good look and post what you like and what you don't.
Nice to hear from ya, Norman! We will never give up! Besides, this is going to be my resume in the future >=).
Igor, read your post in the other thread, and i just want to assure you that this project is making large leaps forward, and definatly not going backwards. Even though the engine is being re-written, it is probably farther along then it was before, and much better structured etc. You guys are getting models done, Psy is doing the OGL implementation, and I would have to say that, even though it doesnt seem like anything is moving, underneath, everything is moving along quite well.
For the mage, I would go without the cloud deal at the bottom, and give him a full robe. I would also color the robe and the cape the same color, and I would thin him down a bit (make him scrawny =). Round up the opening in the hood a tad, or put it down (or remove it, and draw it in the texture), and give him some long white hair on his head. Maybe I will show my meager talent for art, and give you a rough idea of what i mean later.
Anyway, I started in on the DirectMusic tutorials yesterday, after getting the code off to Psy, and I must say, its really easy. I can probably implement the sound module in an hour or so. Psy, I am going to be adding a new function to the System Module, that allows other modules to get actual pointers to objects from the list, instead of handles. The reason for this is, at the moment, all interaction between objects must take place between System.dll, and whatever it is interacting with. I want to remove some of that burdon. So, probably, the new function will look something like "RESULT GetObjectPointer(DWORD ID, HANDLE ObjID, CObject* Obj)", where ID is the ID number of the module that is requesting the object (so the actual game cannot get to the object pointers), ObjID is the Object you want to get, and Obj is the Object's pointer. In this way, any mod makers will have to use HANDLEs to use Objects, but the core modules (Sound, MP, etc), will be able to get real pointers for ease of use. Sound ok?
Z.
THe mage is great and I agree with all the I deas Zaei had, try to put some small white eyes in him make him look powerful.
Well as far as I know the scanner is not going to work and I hate being useless....so I will draw with my mouse on my mgi photosuite the best I can the Art,
Dont worry about my critisism Igor I am ignorant to most programs you all use, Im just an artist, so the best I can give you is my artistic opinion ()
-- )
()
Yes, that's all right. I can only learn from your critisism. Except from that without the cloud, I don't really know... If so, he will look a lot like the Wraith... This is the High-detailed version. So I'm keeping the cape. I have to, but I think I'm gonna restart the whole model or maby resume a backup. But I need a full explanation (or a picture) Of how he should look. I've pictured him sometwhat what I made, except from some details :).
Robe:Should I make the robe sort of ragged at the bottom?
Eyes: As if there was two lights? I think it should look like he has no head, like the wraith. He looks spookier that way ;)
Hair...?I used the Mage from the concept art pages as a model. He has no hair, has he?
Well, what can I say? I'm glad we're still on track. :) It's just difficult to see that anything's happening when I live over here. And I feel like I'm doing very little myself. I'm in school now, y'know. And the piano is what I'm the most concentrated about right now. I might end up like another David Helfgott :) Well, bye for now. Thanx for the motivation. Tomorrow, I will work a bit, I think. Sunday is the day of oppertunity, you know :). Bye Bye for now!