Still doesnt work =(.
Z.
Printable View
Still doesnt work =(.
Z.
hmmm, it works fine here. i have changed it back to software and its working fine still, the next post of it will have that in it.
im workin on a splitter view that allows u to change the view sizes. the one on the right will be a big one of the actual view. the one on the left top will be top and the one on bottom left will be a left view.
ok.
this is a new project and so i havent got the heightmap code in it yet.
it has a new view system which i hope u like.
That one works =).
Only problem is that you can move the vertices on the xz plane...
Z.
Interface is very nice =).
Z.
okies, try this ;)
i will get this incorporated into the heightmap editor as soon as i can. dont think i will have time tonight.
AHHH!! Start with a smaller map!
=).
Z.
uh :confused:
once i have both the editors integrated you will goto File->New and then enter the map size. this will allow you to draw on a heightmap and also edit the 3D part, as the heightmap changes the 3d data changes.
i could either do it this way or allow you to pass the heightmap into the 3d editor.
For some reason this is throwing an error when i run this code on my mates computer.Code:
Public Function InitialiseDirectX(hWnd As Long) As Boolean
On Error Resume Next
Set d3d = directX.Direct3DCreate()
If d3d Is Nothing Then
MsgBox "2"
Exit Function
End If
Dim direct3DMode As D3DDISPLAYMODE
d3d.GetAdapterDisplayMode D3DADAPTER_DEFAULT, direct3DMode
Dim direct3DPP As D3DPRESENT_PARAMETERS
direct3DPP.Windowed = 1
direct3DPP.SwapEffect = D3DSWAPEFFECT_COPY_VSYNC
direct3DPP.BackBufferFormat = direct3DMode.Format
direct3DPP.BackBufferHeight = 1024
direct3DPP.BackBufferWidth = 2048
direct3DPP.EnableAutoDepthStencil = True
direct3DPP.AutoDepthStencilFormat = D3DFMT_D16
Set direct3DDevice = d3d.CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, direct3DPP)
If direct3DDevice Is Nothing Then
MsgBox "1"
Exit Function
End If
direct3DDevice.SetRenderState D3DRS_CULLMODE, D3DCULL_CW
direct3DDevice.SetRenderState D3DRS_ZENABLE, True
direct3DDevice.SetRenderState D3DRS_LIGHTING, 0
direct3DDevice.SetRenderState D3DRS_FILLMODE, D3DFILL_WIREFRAME
InitialiseDirectX = True
End Function
it exits at the point of MsgBox "1"
Why ?
P.s sorry, i hate direct x and havent ever programmed in it except Input and Sound so dunno why this fails.
Hey. I seem you guys've been doing a lot lately. I have actually worked (For a change). Go visit:
www26.brinkster.com/larse/cmps.html
The work called 'Pretty Tune' is what you're after...It's supposed to be looped, by the way...
Bad =). In windowed, dont specify BB sizes. Also, you need to fill out the hDeviceWindow field. Also make sure that the device format is correct.Code:direct3DPP.BackBufferHeight = 1024
direct3DPP.BackBufferWidth = 2048
Nice to see you again Igor =). Ill take a listen at your tune as soon as I can =).
Z.
Still working on this tempalte thing... figuring out how I am going to do the loading... im making it nice and generic, but it is coming along...
Once that is done, I need to implment the world, which will take care of just about everything... and at that point, I should have units running around...
Z.
Sounds nice, Igor... im thinking that this would be nice for when there is no fighting going on, and when you are looking at some of your buildings...
Z.
Everything seems to be going good.
hey Igor :) will listen to your tune asap.
Zaei, cheers, will go fix it :)
check out http://caunt.8bit.co.uk shows how the editor(s) could look and how they may function. this will probably be incorrect but my IT teacher wanted to seem some things i have been part of code wise.
On another note. had my first day of training for work at my local Supermarket :S
All the piccies are broken but the last... BUT WHAT A PICTURE THE LAST IS!!
heh, the last one is a mesh loaded from a heightmap = 128 by 128 with a texture overlaid. the tilemapping isnt done yet although it shud look like that.
i dunno why the pics dont work. the files are on the server.
Fixed :D
Looks great :)
All theoretical pictures, I assume then? Even so, a great future :)
Right now I'm doing the random map generator, and I must say it's going well. Recursive programming is so rewarding :)
I must say, quite nice =).
Z.
Yes sas, the last two are just texture stretched over the terrain but we could get something along those lines i reckon.
okay, i have a tilemap editor working.
now, design time.
are the tiles saved as individual ones which the user selects form the list and applies.
OR
are they saved in one big texture file with one after the other and i store an x,y for each texture ?
OR
shud we just export one huge texture and apply that over the terrain ?
Personally im with the first.
Probably the first, though we may have several different textures in each file. For example, You put some grass on a tile, but the actual grass texture contains 9 versions of a grass texture, which would then be randomly applied.
Z.
So in this case you'd let the engine handle what one to apply to it, unless you want the map to look *exactly* the same on every computer. The grass would look a bit different, etc. :)
hmm, okay well, if we say that each tile i say ( numbers purely for example) a 48 by 48 texture. the actual texture could be lik 96 by 96 and contain 4 different textures.
hmm, that could take a bit of sorting to work properly, some textures may not match up properly in that case either !!
Sas, its called noise =). There wont be a single random value in the entire game when I am done. The server simply sends off a seed at the start of the game, and every random value will be the same =).
Psy: The textures will match... All it requires is a bit of texture coordinate trickery =).
Z.
okay, its just i have all three parts to the editor done and now im putting it togehter into one app and then making the 3d part use the textures although thats gonna be abit odd coz of how zaei is using the textures (one per vertex but blended).
It is easier then it sounds, Psy =). Its just one block of code:
Though the above may be changing at some point... I stuck a radeon into my computer a few months back, and the blending didnt work... but I know of a work around =).Code:myDevice->SetTextureState(0, TS_COLOROP, TOP_SELECTARG1);
myDevice->SetTextureState(0, TS_COLORARG1, TA_TEXTURE);
myDevice->SetTextureState(0, TS_COLORARG2, TA_DIFFUSE);
myDevice->SetTextureState(1, TS_COLOROP, TOP_BLENDDIFFUSEALPHA);
myDevice->SetTextureState(0, TS_ALPHAOP, TOP_SELECTARG1);
myDevice->SetTextureState(0, TS_ALPHAARG1, TA_TEXTURE);
Z.
Alrighty... got that template thing working and implemented. Pretty nifty =). They can be printed to the screen using the get_info() command =). Loads of fun =).
Z.
How does this look to you guys (sorry, its still a tree, but all the info is there =).
http://www.vbforums.com/attachment.p...postid=1197180
Z.
It's called Tree1, it looks like a Tree, it's supposed to be an archer and it's model is Tower?
The colour schemes must be changed, and the font spacing (and you did explain it to me, but..) needs to be changed as well.
But otherwise, good functionality there!
You forgot that it is skinned like a rock... =).
And the more you look at the spacing, the nicer it looks =).
Z.
It's purely unreadable!
Ill see if I cant sqish the letters together a bit =).
Z.
Alright, sounds good. But I still think it would work along the same lines if you had non-monospaced text; have a function that finds the x offset from the left for a letter, based on the letters before it. Then just blit the letter! Obviously I'm missing out on SOMETHING because I haven't seen the code, but isn't that possible?-
THe code is pretty simple, simply because that is how I wrote it. At some point I may go back and re-write it, but until then, the squishing should do the trick...
Z.
just got back from my first shift at work. its looking pretty kool!
i have to agree that the spacing does make it look a bit odd. Also, lol, the brown tree heh, i though it was just ground to start with.
also, i think the gradient in the skin makes it 100x harder to read, i think it shud just be one plain color.
apart from that, pretty sweet.
At the moment, The UI is utility... I will be upgrading it at some point.
Here is a new pic of the text, with the squishing =). Looks a LOT better.
The BG on the window, again, just testing, never changed it back =). I agree, it looks bad =).
And the rock texture on the tree was also testing... just making sure that it was grabbing the skin from the object properties =).
http://www.vbforums.com/attachment.p...postid=1198928
Psy: What are you doing, workwise? =).
Z.
career wise i'm working at tesco - a local supermarket :D
tow wise, im working on the tilemap editor in my spare time. I got a loada school work this week, skatin, work and some computing coursework so i been doing a lot lately.
And I though Food Lion was an odd name for a supermarket =).Quote:
Originally posted by PsyVision
career wise i'm working at tesco - a local supermarket :D
Z.