Mines good too =).
Z.
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Mines good too =).
Z.
Well, i know that that bug is fixed... I accidently left it going while i was napping... and not even a bit of lowered frame rates in sight after a few hours.
Z.
Yay! Do you have a screen of fire & smoke? Also, is there a way you can present a textured model of something yet? If there is, I have a WRL file I'd like you to d/l (the church!)
Okay, here is a little preview of the new website:
It's nice and blue :)
::stamp:: [APPROVE] =). Nice job Sas!
As to the model thing, I have to write up a model format. I will try to get that started tonight.
Z.
If you look at the first part of my Model post you'll find something much easier for you to do :)
No, no smoke, beyond what I already have (the white stuff that comes from the fire =). Particle systems are too fun, so I have to drop them for a while =).
Z.
I think the design of the new site is 1/2 good and 1/2 bad. The top half with the different sections on is nice. The colours are good and so is the way theyre put together. I dont like the bit with MOD development etc. It looks too big and chunky i think.
I was thinking of maybe having another curve go into the second section. Here, let me "dish" it out.
I implemeted Index Buffers today, Havnt tested a thing. Same usage as VertexBuffers, and all of that. It was a requirement for models =). Tomorrow, I will try to get models up and running.
Z.
For the smoke, why dont you:??Quote:
I could add a smoke PSystem on top of the fire.
Cuz then the models wont get done for another week =). Like I said, particle systems are too fun, and I get stuck doing them. I delayed probably 2 hours last night before getting to work, because of them =). Let me finish the models, then I will get you your smoke =).
Z.
Oh very well :P
Well, I've got the model loading code done. Dont ask if it works, I havent tested it yet =). I still have to write an exporter for our model format (this will be a console app that asks for vertex coordinates =). More updates to come!
Z.
Jorj seems to not have posted in the little while but I'll get in touch with him... in the meantime, when would he be useful again? How close are you to creating the scripts from Jorj's pseudo scripts (AoK style)?
Should be soon. Once I get going on the actual game, Jorj will be required =). It's been great working with him so far.
Well, I have got a model export function inside the model class now, and tomorrow, I will write a program to export to our model format. Then I can test to see how it works. When that is done, all I have to do is behavior stuff for the demo, and then its release time. It will be done by Christmas.
Z.
Thanks, Zaei! Sorry for not posting, but I've been here... watching. I'm amazed by what everyone is doing. I'll be posting much more frequently from now on. Don't worry.
I've noticed, thanks to the Nifty "Whos Browsing this forum" thing =). Anyway, itll be great to have you here.
Z.
Okay everyone - you see my signature, the text below the "Sastraxi" sign? Put that in all your stuff! It's
[b]Times of War GUI Alpha[/b] - Our Christmas Present to You!
Ok =).
Z.
I am installing Win98 on my computer as I type =). So I will be able to test our engine on Win2k as well as win98 =).
Z.
Cool.
I did the signature thing for ya :D
I've got a ME and a 2k Server here as well as a 98 and 2kPro.
Not like that, Sas =). I have Win2K running in the background as I type this, on win98 =). On one computer, by the way =).
Z.
No I know what you mean, I'm just saying what type of OSs I have here!
Well, I got a simple model to load and render =). When I say simple, I mean 4 vertex tetrahedron =).
I need to embed material data into the model file, and I plan on embedding texture data as well. Does anyone have any problems with this?
Z.
No problems with that here.
Once you've got the textures/materials sorted out, i'd like to see the file format. Could you send it over? I think I'll make a VRML -> TOW model converter.
Can do.
Z.
I DO.
I think the texture (skin graphics) perhaps should be saved as seperate files or for the model data, textures etc to be saved into like a pak for each model.
However it is done i think the textures should be seperate from the models.
Well that just makes them easier to steal! :)
But less of a pain in the arse to edit
With a good model viewer/editor it wouldn't be.
It will be optional, then. Regardless, in code, it is possible to simply change the texture.
I have a bit of stuff to do later, but then I will implement material storage in the model file, and loading it also. Then I will do picking =).
Z.
Didnt get to the Material stuff today. The particle system suddenly acted up at me, so I had to fix that. I eventually changed a few things around to get the effect that I wanted, and I still have a bit of work to do, so I will finish that up, and then do the material things.
Z.
Well, I finished the material thing. I also did a quick write up of the file format. Should I post it here, or email it to people?
Z.
Cant you post it to the site but only allow us dudes with reg codes to download it ??
If not mail it.
Hey, good idea.... itll be there in a second =).
Z.
Remember to log in and THEN go to the page :)
Okay Zaei:
I see as of yet the format only allows for 1 material to be "cloaked" over a mesh made of vertices and indices, but is it possible to have more than 1 set of these, eg. have a skin tone and it's model, have clothing tone and its model, etc?
Actual coloring should be done with textures, not the material. In most cases, the material is only there to set the darkness of the entire model. In some cases, it can be used to add a sort of glow to weapons, or other objects, with the Emissive colors. if you really want, I can add multiple model subsets (material, and its associated vertices and indices). In case it caused any confusion, material != texture. =)
Z.
Gotcha. So then I assume textures will be outside?