Otherwise, great!
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Otherwise, great!
Sas: Wrong How?
Ill slow the movement down when I actually implement it into the game.
Z.
When I move, it does a flashey thingey, and it also inverts the Z-rotation sometimes (whoa im upside-down all of a sudden!)
Hmmm.. What exactly where you doing?
Z.
hey does that mean i get some code to work on at last :D hey that reminds me too, i just finished my C++ Direct Input 8 Static Library for Joy/Mouse/keyboard input :D HOT HOT HOT
Sorry Zaei, *** was that demo lol, i ran it and after it had loaded there was a window which drew a white thing with a black square on it, what was that all about ? lol
LOli just noticed the rotate buttons lol when i re-downloaded it :D will run it again :D
Zaei, you should really slow things down, cause when I move, It's all just a lot of flash flash. The rotation is fine. Everything looks great, xcept from that everything starts flashy flashy when I move
Whoops. That is definately a big "mah bad". The thing with that demo is that it gets updated every single frame. So, if you have a really sweet graphics card (unlike me), its just going to go by really fast. That is something that will be fixed when its actually in the game. Also, if you press 'W' while running the demo, you will get a wireframe view.
I know Psy. Something is wrong with my code, so the only color it will draw things is black. I never bothered to go and fix it. Thats why i added fog to the demo =).
Z.
Ok, here is an updated copy of the demo. Just stick it in the same folder as the height map. It should fix the speed problems you guys have been having.
Z.
Actually, HERE it is =).
Z.
Looks nice, zaei. But it's a bit dark :p And it's still a bit fast, I think. Just do what you're doing. Guess you know your stuff. :)
Like i said, I know it's dark. It'll be fixed.
Z.
sas can i see so far what u all have done as far as times of war. do u need any help with it.
Hey i ran the new app, *** is going on, the ground shakes and disapears, it re-appears its flickering, *** man :(
....
So anyways, I've looked at the new app, it runs better, although I cant seem to find a starting point (easily) but I eventually found it.
Sas, did you ever get my Wraith in action, casting a spell? If not, give me the email I shall use(cause I have'nt got it). Jorj, what did you think of it?
Nope. [email protected]
Sorry, I've been preoccupied for the last little while. I haven't checked my e-mail yet.
Also, Igor, what do you mean by your signature?
Is this Latin or Italian?
What's in my signature is latin. I put it there because I was bored.
It's a part of the 5th(I think) movement in Faureè's Requiem.
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.