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Daimonin Forum  |  Development  |  Daimonin project  |  3D client  |  Topic: TileEngine pre alpha « previous next »
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Topic: TileEngine pre alpha  (Read 907 times)
polyveg
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« on: April 20, 2008, 10:48:54 am »

After rewriting the tileengine again, I get this:


You can see a blue circle at the mouse pointer - that is an editor function:
you select 1 edge of the tile and change height or texture.
No more need to select from 100s of filters.

This version uses 4 texture units (nr 4 is reserved for fow, etc)
The horizontal lines are filtering errors. I must sacrife at least 4 of the src textures.
That means we have 28 textures in the atlas left.

 
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smacky
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« Reply #1 on: April 20, 2008, 02:29:22 pm »

Woot! 3D mapping is going to be fun. Smiley
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voodoo_john
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« Reply #2 on: April 20, 2008, 05:45:15 pm »

depends smacky, if its going to be done in an editor? or ill things have a Z value? or will the map need to be done in blender and all npc's models object etc coded in manually - that would be the worst :/

//edit AWESOME gfx card getting 510 fps what would u get normally? 250+?
also very nice job on the engine, i cant wait to see what 3d models daimonin and its community are going to come out with Smiley
« Last Edit: April 20, 2008, 05:47:20 pm by voodoo_john » Logged

polyveg
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« Reply #3 on: April 20, 2008, 06:26:54 pm »

Yes, all will be done in an editor. As I mentioned before it will be very easy to create new worlds.
Just click on an edge of the tile (1 tile = 9 edges) and press 1 to increase the height or 2 to decrease the height,
Same with 3/4 for the texture. Its of course only a hack. the final editor will hande it much better.

Another benefit of the new format: Random maps are very easy to create.

well ist the only the second best lod, on my big machine with a 6600gt card. so dont wonder about the fps too much.
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voodoo_john
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« Reply #4 on: April 20, 2008, 07:25:45 pm »

what about trees? or object wont be effected by the edges? because a tree with only 9 edges wont look very purty Cheesy
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Torchwood
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« Reply #5 on: April 20, 2008, 08:34:10 pm »


?

Its only the floor tiles that are being demonstrated here (as I understand it).  Then of course you have to add walls, flowers, fences, rocks, doors, windows, etc. and those WILL be full 3D objects.
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Unislash
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« Reply #6 on: April 20, 2008, 10:59:28 pm »

Great job poly! It will be really easy to make mountainous areas now Cheesy. Can't wait until we get to see a near-completed scene (with the things torch mentioned).

It would be nice to be able to use the maps that we've made in client3D in some way... maybe it can't be a total 100% conversion... but perhaps it could use the position of the objects in 2d and translate them to 3d, then we'd only have to manually mess with the floors...

Cheers,
Unislash
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polyveg
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« Reply #7 on: May 08, 2008, 04:54:07 pm »

A demo can now be found on the sourceforge page.

[Update]
Here is a small overview for the "editor" function of the client3d.
It's not really an editor but a little helper for all that want to play arround with the tiles/shadows.

press 'g' to switch on the grid
press LMB on an edge of a tile (you see a light blue circle now => the marker)
by r, d, f,c you can move the marker
by 1,2 you change the height
by 3,4 you change the texture
by 5 you draw the last selected texture (done by 3,4) to the new marker position
by s,l  you can save/load the current map
« Last Edit: May 28, 2008, 12:47:46 pm by polyveg » Logged
ANICH
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« Reply #8 on: May 30, 2008, 07:07:49 am »

I just checked out the demo release earlier today. And I have to say that you have done a tremendous amount of work and an excellent job well done at that! Greatly appreciated Smiley.

Cheers,
Anich
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Daimonin Audio Project

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polyveg
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« Reply #9 on: May 30, 2008, 01:58:12 pm »

thx
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polyveg
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« Reply #10 on: May 30, 2008, 05:30:51 pm »

If you compiled the client3d on linux and didn't see the grid:
there was a typo in -> tile_manager.cpp
search for Shadow_ and replace it by shadow_
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