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Nemesis |3d Rts Engine Ver 0.06 Basic


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#1 freko

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Posted 17 June 2007 - 04:40 PM

NEMESIS | 3D RTS ENGINE




************
The engine is now updated to 0.06 Basic 21st Apr, 08.

Download version 0.06 Basic
Download version 0.04 Alpha
Download version 0.03

New stuff &
Screenshots(ver 0.06 Basic)
:link:


New stuff(ver 0.04 Alpha):-
1.Foilage.

2.Terrian Water.

3.Unit selection/movement.

4.A way to load multi-textured models.

5.Free camera look.

6.Height Lighting.

New stuff(ver 0.03):-
1.Day-night lighting updated.
You can now controll the speed rate of day-night.

2.Saves & loads the terrian map.

3.Loads 3d models with z position relative to the ground.
i.e models can walk up & down from hills

4.3rd person camera zoom.


************
Caution:-Unknown bugs exists.Please feel free to report any.

Thanks to:-
Master_Xillo for the base engine.
irregular for the save-load map code & for helping me in the model part.
darklithium for the terrian water.


If anyone wishes to share their own techs,that would be nice.

Edited by freko, 22 April 2008 - 07:29 AM.

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#2 BioSide

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Posted 17 June 2007 - 04:44 PM

MMMM, Downloading.. Interesting...
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#3 Keitaro-Kun

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Posted 18 June 2007 - 09:36 PM

wow, thats really awesome.
great job!
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#4 freko

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Posted 20 June 2007 - 06:00 PM

wow, thats really awesome.
great job!

<{POST_SNAPBACK}>

Thkx.
For the next update I'm currently working on loading 3d models.
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#5 Phantom107

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Posted 20 June 2007 - 09:55 PM

That's really impressive!
Actually, the day-night cycle was crap compared to the rest what you did ;)
Also, your "game" takes up a lot of memory so there isn't much for gameplay left :medieval:

Could you give an example with only the day-night cycle and a flat floor?
That would definitely make things less complex :D

Oh, and where did you get the grass texture from, I could use it in my Pikmin game :D
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#6 lord wolfban

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Posted 21 June 2007 - 09:47 AM

What does the second one by Maater have that the first one doesn't? I don't see any difference personally :S
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#7 wat_a_noob

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Posted 22 June 2007 - 07:03 AM

is it possible to save what you have created?

10/10 best I have tried! :D
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#8 freko

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Posted 22 June 2007 - 11:56 AM

Thanks,but first thanks to MAster_Xillo :D

I'm currently working on 3d models for this.I have succeded in it,with the help of GearGod's i3d model system.But it only has a support for non-animated mesh.


So i'm using obj model files instead.I just have some problem getting them in to Gm(Topic)
I'll post the updated version when its sovled..

Edited by freko, 22 June 2007 - 12:00 PM.

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#9 irregular

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Posted 22 June 2007 - 12:54 PM

With some help from master_xilo i have developed a save/load script for the terrain if any1 wants ;)
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#10 darklithium

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Posted 23 June 2007 - 12:05 AM

With some help from master_xilo i have developed a save/load script for the terrain if any1 wants :)

<{POST_SNAPBACK}>


ye dam right post it please
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#11 Dark Sigma

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Posted 23 June 2007 - 12:31 AM

With some help from master_xilo i have developed a save/load script for the terrain if any1 wants :)

<{POST_SNAPBACK}>


Yes. Could you please upload, I have been trying to make one for some time but got some very weird results.

Thx
-DS
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#12 irregular

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Posted 23 June 2007 - 12:42 AM

He he he......

Here you guys go.

//The load code

var load_name;
if keyboard_check(vk_control)&& keyboard_check(ord('Z')){
load_name = get_open_filename ('.txt|*.txt*|','')
if not(load_name == ''){
with(obj_controller)
{
var z_file;
z_file=file_text_open_read(load_name);
for(i=0;i<=ds_grid_width(global.terrain_grid);i+=1)
{
for(n=0;n<=ds_grid_height(global.terrain_grid);n+=1)
{
qqq=file_text_read_real(z_file)
ds_grid_set(global.terrain_grid,i,n,qqq)
file_text_readln(z_file);
}
}
file_text_close(z_file);
obj_thebottom.change_pos[0,0]=0
obj_thebottom.change_pos[0,1]=0
obj_thebottom.change_pos[1,0]=ds_grid_width(obj_thebottom.terrain_grid);
obj_thebottom.change_pos[1,1]=ds_grid_height(obj_thebottom.terrain_grid);

}}
}

and the save script
var save_name;
if keyboard_check(vk_control)&& keyboard_check(ord('X')){
save_name = get_save_filename ('.txt|*.txt*|','')
if not(save_name == ''){
with(obj_controller)
{
var v_file;
v_file=file_text_open_write(save_name);
for(i=0;i<=ds_grid_width(global.terrain_grid);i+=1)
{
for(n=0;n<=ds_grid_height(global.terrain_grid);n+=1)
{
file_text_write_real(v_file,max(ds_grid_get(global.terrain_grid,i,n),0));
file_text_writeln(v_file);
}
}
file_text_close(v_file);
}}
}

Note, I am saving into a text file. You can always change the extension to like a .map or something.

Also the end of the load script is designed to update the terrain. As it only ever updates when the terrain changes.

If freko wants I can assist with this a bit. I'm pretty noob to d3d but i learn fast.
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#13 blitzboy4

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Posted 23 June 2007 - 01:52 AM

wow you could turn this into a full blown rts maker
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#14 irregular

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Posted 23 June 2007 - 04:43 AM

Well I think that's the idea........... but the main engine (camera/terrain/trees) should be accredited to Master_Xilo who has sadly left GM for a faster/more adaptable language :)
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#15 darklithium

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Posted 23 June 2007 - 12:06 PM

hey thx for the code i feel like a right noob asking this but where dose the code go and how to use it lol i been using gm for 2-3 yrs naw like mayby longer lol im trying these codes naw but not getting anything

Edited by darklithium, 23 June 2007 - 12:39 PM.

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#16 irregular

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Posted 23 June 2007 - 08:56 PM

hey. It should work if you just make a new object and put the code into the step. Make sure you place the object in the room. And it loads via ctrl+Z
save via ctrl+X
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#17 darklithium

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Posted 24 June 2007 - 04:48 PM

hey. It should work if you just make a new object and put the code into the step. Make sure you place the object in the room. And it loads via ctrl+Z
save via ctrl+X

<{POST_SNAPBACK}>



hi this is great it work like yay lol thx a lot for your help lol just need to figure out how to save were other objects are naw lol hoping thta wont b that hard
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#18 irregular

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Posted 25 June 2007 - 12:31 AM

Yeh i was starting that but then i stopped and made a good old fun 2d shooter :)
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#19 freko

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Posted 25 June 2007 - 10:46 AM

Hi guys,looks like some cool diiscussion here.Thankyou irregular for that code.
Well has anyone figured out how to use the mini map.I have been trying that since
a long time and failed in all respects.
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#20 irregular

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Posted 25 June 2007 - 12:36 PM

//The load code

var load_name;
if keyboard_check(vk_control)&& keyboard_check(ord('Z')){
load_name = get_open_filename ('.txt|*.txt*|','')
if not(load_name == ''){
with(obj_controller)
{
var z_file;
z_file=file_text_open_read(load_name);
for(i=0;i<=ds_grid_width(global.terrain_grid);i+=1)
{
for(n=0;n<=ds_grid_height(global.terrain_grid);n+=1)
{
qqq=file_text_read_real(z_file)
ds_grid_set(global.terrain_grid,i,n,qqq)
file_text_readln(z_file);
}
}
file_text_close(z_file);
obj_thebottom.change_pos[0,0]=0
obj_thebottom.change_pos[0,1]=0
obj_thebottom.change_pos[1,0]=ds_grid_width(obj_thebottom.terrain_grid);
obj_thebottom.change_pos[1,1]=ds_grid_height(obj_thebottom.terrain_grid);

}}
}

//and the save code

var save_name;
if keyboard_check(vk_control)&& keyboard_check(ord('X')){
save_name = get_save_filename ('.txt|*.txt*|','')
if not(save_name == ''){
if filename_ext(save_name)!=".txt"
    {
save_name=save_name+".txt"
    }
with(obj_controller)
{
var v_file;
v_file=file_text_open_write(save_name);
for(i=0;i<=ds_grid_width(global.terrain_grid);i+=1)
{
for(n=0;n<=ds_grid_height(global.terrain_grid);n+=1)
{
file_text_write_real(v_file,max(ds_grid_get(global.terrain_grid,i,n),0));
file_text_writeln(v_file);
}
}
file_text_close(v_file);
}}
}

ok. I updated it so if you don't specify the extension for the terrain file, it will give it the correct extension.
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#21 darklithium

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Posted 28 June 2007 - 12:28 AM

lol we shud start up a team lol and make this into a terrain editor lol
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#22 irregular

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Posted 28 June 2007 - 07:47 AM

well freko has model loading done and the z checking because i found the script :D
I reckon we just make a basic rts XD
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#23 darklithium

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Posted 28 June 2007 - 05:10 PM

lol ye making a basic rts wud be cool like but think about it if we cd develop this into a rts map creator it would help make loads of kool maps 4 a game
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#24 darklithium

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Posted 29 June 2007 - 12:40 PM

i been workin with this example 4 a few days naw just messing about see what i cd do like and iv made it so you can place trees places and iv made water when the grass gose so low but need more work lol and way more help lol
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#25 irregular

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Posted 29 June 2007 - 11:33 PM

cool. that would be nce to see. Tree placement is relatively easy but the water sounds cool. Freko needs to come back and share his code.
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#26 darklithium

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Posted 30 June 2007 - 04:55 PM

the water isent that good at the moment tho it isent the best technic to use like but it was the only way i know how 2 do it my self but when i get the chance im going to try find another way 2 do it like or if any of u find a way lol i wd upload the example with water but im down me m8s and going away 2moz lol so il b taking a look at this forum in bout 2weeks lol see if ne 1 made any progress lol#
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#27 freko

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Posted 02 July 2007 - 05:59 PM

Hey Guys,sorry I was away for some time.

Okay so what do we have here....

been workin with this example 4 a few days naw just messing about see what i cd do like and iv made it so you can place trees places and iv made water when the grass gose so low but need more work lol and way more help lol

Thats good.When can I see a demo ?

cool. that would be nce to see. Tree placement is relatively easy but the water sounds cool. Freko needs to come back and share his code

Sure.
I have just finished with the model part.The models now have a relative z position to the ground.Thanks to irregular for helping me in this. <_<
I have also impleminted a minor lighting tech for the models,i.e the lighting of the models are affected by the day & night lighting.

Also,I made3rd person camera zooming,similar to the one in Warcraft III.
See below-

http://img48.imagesh...omscreentl6.jpg

I just have to fix some of its small bugs & the I'll upload it for version0.3

To cover up that dark syk,we could add a sky box.And if that could have animated
clouds....you know what.That would comming in one of the next versions.
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#28 irregular

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Posted 03 July 2007 - 09:03 AM

yeh. also I think your night cycle needs to be lighter. It goes pitch black and that's not a real help if you're trying to play ::lmao::
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#29 freko

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Posted 03 July 2007 - 05:29 PM

Hmm..okay


edit:-
The new version is out.

Edited by freko, 03 July 2007 - 07:43 PM.

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#30 irregular

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Posted 04 July 2007 - 09:37 PM

Awesome!
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#31 freko

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Posted 05 July 2007 - 01:35 AM

Awesome!

<{POST_SNAPBACK}>

Thanks


If darklithium has found a way to use water,then I could add that as well.
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#32 irregular

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Posted 06 July 2007 - 08:23 AM

ok. It took me long enough. BUT I just looked over the code again......
and global.x_mouse, global.y_mouse are the mouse co-ordinates in the 3d world. SO. Soon I will try a select box (like in an rts)

Edited by irregular, 06 July 2007 - 08:36 AM.

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#33 freko

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Posted 06 July 2007 - 06:50 PM

Thats good news.
And I'm working on the scale zoom.
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#34 death-droid

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Posted 07 July 2007 - 01:41 PM

sounds very nice if i decide to make a rts i will use this
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Posted Image


#35 irregular

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Posted 10 July 2007 - 09:56 AM

UPDATE! Freko if you could maybe edit the first post? I have added a selectionbox always good for RTS's it will draw the box on the terrain and bend to look good on it. It will also 'select' any trees they are blended black to show if they aren't selected and blended red if they are. Just remove the blend code in the obj_tree to stop that (I did it for testing) also if you leave the controller going it will change the terrain as you try this out.......... Easy enough to fix, comment out the controller's global left click event (/* for comment block)
http://www.willhostf...engine_0.04.zip

EDIT: I just noticed I still have this set on zooming out to the extreme, I set it this way for testing purposes. The select box LAGS BAD if you draw one the size of the terrain :) BEWARE.

Edited by irregular, 10 July 2007 - 09:57 AM.

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#36 freko

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Posted 10 July 2007 - 03:57 PM

Good job :whistle:
Sure I'll put that in ver 0.04 but when I have finished with the sky,the free cam &
some more...
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#37 irregular

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Posted 12 July 2007 - 07:05 AM

I just noticed I didnt fix my code fo selecting.
if mouse_check_button(mb_left){//while we are still gragging
with (obj_tree) {//with all the trees (change to a unit parent)
            select = false//un selec them all
        }
with (obj_tree) {//with all the trees
            if (x >= min(global.x_mouse,o_selectbox.xx) and x <= max(global.x_mouse,o_selectbox.xx) and y >= min(global.y_mouse,o_selectbox.yy) and y <= max(global.y_mouse,o_selectbox.yy)) {
//if they are inside the area of the rectangle
                select = true}}}//set their select variable to true
if mouse_check_button_released(mb_left){// upon relese of the mouse button
drag=false}//stop dragging
That's what the selecting code in the draw event should be. Also, if you want to reduce uber fps reduction when using large selection boxes change the scr_rect script to the following.
side1=point_distance(xx,yy,global.x_mouse,yy)
//set width of rectangle
sidea=ceil(side1/4)
side2=point_distance(xx,yy,xx,global.y_mouse)
//set height of rectangle
sideb=ceil(side2/4)
for(i=0;i<=sidea;i+=1)//for the top side
{
var vx,vy,vz;
vx=min(xx,global.x_mouse)+i*4
vy=min(yy,global.y_mouse)
vz=get_z_xy(vx,vy)+.03
d3d_vertex(vx,vy,vz)
//add every point untill we reach the end of the rectangle
}

for(i=0;i<=sideb;i+=1)
//for the right side

{
var vx,vy,vz;
vx=max(xx,global.x_mouse)
vy=min(yy,global.y_mouse)+i*4
vz=get_z_xy(vx,vy)+.03
d3d_vertex(vx,vy,vz)
//add every point until we reach the end of the rectangle
}

for(i=sidea;i>=0;i-=1)
//for the bottom side
{
var vx,vy,vz;
vx=min(xx,global.x_mouse)+i*4
vy=max(yy,global.y_mouse)
vz=get_z_xy(vx,vy)+.03
d3d_vertex(vx,vy,vz)
//add every point going BACKWARDS, we go backwards to avoid extra lines
}

for(i=sideb;i>=0;i-=1)
//for the left side
{
var vx,vy,vz;
vx=min(xx,global.x_mouse)
vy=min(yy,global.y_mouse)+i*4
vz=get_z_xy(vx,vy)+.03
d3d_vertex(vx,vy,vz)
//add every point going BACKWARDS, we go backwards to avoid extra lines
}
//add the start point, just to make sure we don't make any errors
vx=min(xx,global.x_mouse)
vy=min(yy,global.y_mouse)
vz=get_z_xy(vx,vy)+.03
d3d_vertex(vx,vy,vz)
That way instead of adding every pixel as a point we add every 4 pixels.
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#38 freko

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Posted 12 July 2007 - 05:49 PM

I'll get that done as soon as I have started with the selection section :rolleyes: .


Right now I have finished the free camera look.
Then I'll be finishing on the sky & start on the unit/building selection & movement with the help of your selection sode :huh:.

I'm also planning to add some grass effect.
This will take a while to finish.
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#39 Smarty

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Posted 13 July 2007 - 08:29 AM

Gentlemen (or so I assume), this is starting out to become more and more of a team project. If you wish to work on this together, I suggest you go to a particular forum and discuss what you want to put in / take out / improve there. If you don't, we might have to close this topic.

As this is Open-Source, and doesn't have much to do with 3D Technique discussions, I'll move it to a more appropriate forum.
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#40 irregular

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Posted 14 July 2007 - 06:43 AM

Ok, smarty. I am sorry :lol:

Thanks for the movement!!!

I am trying to use your model loading scripts freko and they don't scale my model... I'm probably doing something wrong. PM me please.
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#41 darklithium

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Posted 16 July 2007 - 12:40 AM

WATER NEED IMPROVMENT
-------------------------------

oioi im bk from portrigle and see theres hell of a lot of changes

you wanted me to upload the example with water in it it still needs a lot of work im trying to get it alphed but i aint that good with making my own code lol more of a code changer me lol

sorry i havent inserted it in the latest but my pc keeps playing up every time i try so you gona have to try lol its not the best way to make water i dont think but i give it a try and gona try develop the water more 4 this forum

heres a screeni
Posted Image

and heres the download link
DOWNLOAD HERE

HOW TO MAKE WATER
--------------------------
right click to reduce the land level

to make it look more realistic go round the water with left click
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#42 irregular

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Posted 16 July 2007 - 11:50 AM

Pretty cool..... A few tweaks and maybe it will be AWESOME :whistle:
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#43 darklithium

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Posted 16 July 2007 - 12:21 PM

Pretty cool..... A few tweaks and maybe it will be AWESOME :whistle:

<{POST_SNAPBACK}>


BEEN HARD AT WORK AND ITS PAID OFF
------------------------------------------------

hi 4t id edit this post so i dont flood this forum

from 9 this morning i been tryng to improve the water and proud of the improvment
still needs a little work and then, it cd be aded on to the rts engine

heres a screen shot of what it looks like
Posted Image

i will upload the example here know but i have 1 problem with it
i need 2 try and lower the water level at the begining of the program

DOSE ANY ONE KNOW HOW TO CHANGE THE HIGHT POSSITION OF THE GRASS

DOWNLOAD HERE

Edited by darklithium, 16 July 2007 - 02:21 PM.

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#44 Bignutz

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Posted 16 July 2007 - 06:25 PM

This is probably one of the best open sources <<(if thats a word) out there. A credit to all that have been involved so far excellent work. Im very eager to start helping out too. Once work on gameplay begins I will be able to have some input as im quite good with computer AI such as enemy base construction, attack patterns, unit production ect.. Im good with menu systems and anything involving use of windows GUI. I may also be able to help with pathfinding and HUD programing. So when it comes time to start adding these elements plz feel free to pm me.
EDIT: Or I will just keep my eye on this topic lol

Edited by Bignutz, 16 July 2007 - 06:27 PM.

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#45 Vendet

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Posted 16 July 2007 - 07:40 PM

Cool =)
Very nice 3D RTS Engine. Good Job!
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#46 irregular

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Posted 16 July 2007 - 10:09 PM

Now that's nice.... i'll look for the code to lower the terrain at the start, but do you want to lower the grass? or the water...........?


Bignutz, that would be a lot of help. I am starting on adding the basic unit controls now. PM me and we can certainly work something out.
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#47 darklithium

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Posted 16 July 2007 - 11:02 PM

Now that's nice.... i'll look for the code to lower the terrain at the start, but do you want to lower the grass? or the water...........?


Bignutz, that would be a lot of help. I am starting on adding the basic unit controls now. PM me and we can certainly work something out.

<{POST_SNAPBACK}>


so i guess i did a good job with the water lol
---------------------------------------------------
you all do realise that this engine is going to revolutionise the way 3d rooms are going to be built and exetra this already can be used for rts games and fps games

the water needs to be lowerd like a little bit so the grass shows not the water untill the grass is lowerd u get me ( u shud understand what i mean if u downloaded the example lol )

Edited by darklithium, 16 July 2007 - 11:20 PM.

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#48 Newly Discovered

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    Harmonious Genius

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Posted 16 July 2007 - 11:26 PM

nice additions! next, please add grass. it would be awesome showing tall grasses coming from the water too...possibly rocks as well? and then finally, it needs height textures...suck as grass on normal level, dirt on lower level, and dirt then quickly snow on higher levels...or just make it so where there's water it should add dirt around the water and then a painting tool to paint a texture on the model...such as you'd be able to paint where you want dirt, grass, thick grass, or snow...etc.

good luck.
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#49 darklithium

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Posted 17 July 2007 - 12:08 AM

nice additions!  next, please add grass.  it would be awesome showing tall grasses coming from the water too...possibly rocks as well?  and then finally, it needs height textures...suck as grass on normal level, dirt on lower level, and dirt then quickly snow on higher levels...or just make it so where there's water it should add dirt around the water and then a painting tool to paint a texture on the model...such as you'd be able to paint where you want dirt, grass, thick grass, or snow...etc.

good luck.

<{POST_SNAPBACK}>


what you mean add grass there is grass o do you mean 3d grass places cos i can model some grass now and rocks exetra lol

i think its posible to get dirt around where the water is by using z-high and that but i think that might have 2 come in time lol. it took a while to develop the water but proud of how its worked out

dont forget this is an open source type of project that started out as an example so any one can help with this development and then if they have helped with something that get credit in the engine

Edited by darklithium, 17 July 2007 - 12:16 AM.

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#50 Newly Discovered

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Posted 17 July 2007 - 03:06 AM

yeah, just small models. hopefully they don't take up too much memory though. currently I get around 30/60 fps with a bran new dell computer. pentium dual core.
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