Devion - The CVS link is a 404. :)
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Devion - The CVS link is a 404. :)
*blinks* oops.. it's being re-uploaded now. :)
instead of using CVS, i would suggest using Subversion .
Port 2106 right?
capellan-conflict.be Port 2106
With the user & pass you sent. It doesn't work, I can ping but it does not connect and log in.
I'm going to start on the engine again now, expect a screenshot within 2 hours if all goes well.
Must the camera be fixed? Or can the camera freely rotate? It would be good to let it rotate. For that, the terrain will be 3D and the sprite will be 2D. In 2D, there are many limitations. For example, if a mech is behind a hill.
So, 2D terrain or 3D terrain with a camera that can only rotate sideways, not move/rotate up/down?
No not capellan-conflict.be, use the IP in the pm I sent you. The CVS system runs on my own little server, the site runs on a co-location :)
Subversion.. Been there done that.. Didn't like the feel of it.
Edit: CVS IP: 80.56.5.90 (2106)
As in any isometric game if the player is behind something it will show-through with Alpha. This also gives an advantage in-game as they can sneak up on people ;)Quote:
I'm going to start on the engine again now, expect a screenshot within 2 hours if all goes well.
Must the camera be fixed? Or can the camera freely rotate? It would be good to let it rotate. For that, the terrain will be 3D and the sprite will be 2D. In 2D, there are many limitations. For example, if a mech is behind a hill.
So, 2D terrain or 3D terrain with a camera that can only rotate sideways, not move/rotate up/down?
So 2D Terrain (Height in 2D is done by just a larger height texture.. ie. 32x64) and the camera should be completely static it just has to keep the player unit in the middle of the screen.
"Unknown username, wrong password or invalid client IP"
User & Pass are the same you sent me in the PM.
Your FTP server works fine :)
Scince we will not be doing 3D, I can use the ZBuffer for back-to-front rendering from an isometric point of view.
weird.. I'll check it out when I get home (which will be somewhere around a few hours from now..) :]
Any idea yet how you are going to store map data? what properties and such in the struct? - the reason why I'm asking is that I'm starting to think about the editor a bit so we can easily create maps for testing purposes and at the end have a full-blown map editor for the community ;)
Heightmap, .png/.bmp/whatever format you want. And some form of scripting for placing items like trees.
Heightmap is going to be difficult for something like RA2 Style maps (they are built from isometric tiles) or atleast look weird when objects are placed on top of it.
I was more thinking along the lines of having it actually isometric tile-covered landscape - take Ra2 or any -Craft games for example. The suggestion of height is done by the textures used but basically it's as flat as a pancake ran over with a streamroller. (Showing off some rock in a grassy field gives a bit of height perspective)
Rather silly example:
http://web.oroboro.com:90/rafael/gba/image/wooted_s.jpg
Got a basic terrain up. Now trying simple N.L lighting, vertex colors. A screenshot will follow after that. ;)
Got N.L lighting working, but it's not smooth (Faceted. Each tile has a different normal, so the lighting does not smoothly shift from one tile to the other). I'm going to try a bumpmap for normals later.
Okay - I'm gonna work on the Baseline code today and going to work out a way to get an audio engine up and running, script engine system and maybe the mysql connection worked out :)
No offense, but I'm not too confident we will actually find a 2D sprite artist.
Dont worry too much about that - There are more pixel-twiddlers out there then d modellers, plus I got a few people I know that might be interested to do some work so by the end of the week we might have a few.
I'm having some problems with lighting. I can't really remember what I wrote in my "outdated" terrain engine, so it'll be some time before the first screenshot. But, the first screenshot will look pretty good.
per pixel lightning? :p
No perpixel lighting until I get normals working. Once I get normals working, simple N.L lighting will suffice for a screenshot. Once I feel like sticking in a HLSL shader and we have point lights instead of just directional lighting (the sun), there will be perpixel lighting. ;)
But I still prefer to work with 3D...
Well you are working with 3D - considering Dx9 doesn't actually have a DirectDraw class anymore ...
If we create a sturdy isometric renderer most problems will go away 'instantly', at that point things will get a lot easier as we can easily see results. So just hang on in there - you'll figure it out :) (I can remember something about you saying you were a DX2D guru ;))
2D 2D is easier than 3D 2D...
And now I'm a 3D guru too, judging by the screenshot on the main page of my site ;)
Btw, it's nothing compared to the 3D engine I am working on in my free time.
I'm porting over the code I used to calculate normals in AgrDX from VB6 to AgrDX.NET in VB.NET, I'll hopefully have a neat screenshot soon.
Okay - Fingers crossed :)
Looks nice/realistic with the small occasional texture blur in it? ;)
The small occasional texture blur is caused by the terrain bieng stretched.
Also note, in 2D isometric, I have no idea how the heck to implement water in any form, that looks realistic.
Unless, der Fuhrer is sure I can't use a static, fixed 3D camera when rendering terrain? :(
so it seems you got the normals figured out properly now as this looks like PPL to me ;)
it's texture-based, we could try actually using a mesh as a body of water that just intersects on the terrain but not sure how that might work out at the end.Quote:
Originally Posted by Cade
RA2/Etc uses animated textures to simulate water. Not really the nicest way with all the new technology lying around.
Yes, not sure either. Does der Fuhrer outlaw a static 3D camera for the terrain? Or can I try 3D terrain with a camera at a fixed angle, cant rotate?
If you really want to do that you can have it a go - I just don't want to end up with a difficult terrain system that requires a lot of work.Quote:
Originally Posted by Cade
Basically the end result should look isometric. Having hills/cliffs and Sci-Fi based bases to fight in. Buildings, Props, etc are all sprite-based. No 3d models ;p
Edit:
And I know hybrid 2d/3d is a pain in the behind, problem is just that there aint a lot of 3d modellers around there and for somereason a full fledged 3d looks less 'neat' then a real isometric 2d view. So.. Terrain 3d .. the props 2d with a static 3d camera :p
Yes, sprite-based stuff. Billboarding, so it's rotated to face the screen. I'll have a go later, try water and stuff also in a shader. But, it would be much better with 3D models.
yes much better with 3d models but also the problem of the need for people that can do modelling.. I can even do sprites if needed.. but can't do modelling :p
3D terrain is up and running with a working camera. It is isometric ;)
More later...
I'll also give water a shot.
Edit: But first, partitioning. Or everyone can enjoy it at 3 fps :)
Still on my ToDo:
- Some Gfx
- Network 'Engine' (DB & Protocol)
- GUI-Handling
- Sound Engine
- Whatever else comes to mind
I've got shaders to work. So far, I do lighting in the HLSl shader. Now, I'm going to try quadtrees for terrain.
Check:
Any idea how to implement something like fog of war? (Mostly to obscure the edges of the map)
Do you want fog based on distance from the mech?
Yep. To obscure edges and basically not allow the player to see mechs in the left corner pixel :p
Yes, that can be done. Based on the distance from the mech, I can scale the color to black or some other color.
ok kewl :]