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The Mansion V.45| Blood Tutorial Added


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#51 Newly Discovered

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Posted 10 July 2007 - 06:57 AM

the new door effect is better but needs to look puffier, like a cloud of light...not so much sharp light rays.

didnt notice a difference anywhere else besides the statue texture.

I think you need bigger textures...they tile very quickly and are way too noticable. finally, get some lighting in here. having wall lights such as candles would make a huge difference and then having the light coming from the doorway would help a lot too. maybe a moon roof with a night sky?
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#52 hotshotscott

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Posted 10 July 2007 - 10:51 AM

very VERY nice effects! I love the way the doors open and closed, i was very impressed with that. They were just soo smooth and very nice. After i opened them, i thought..i wonder if they close...(i didn't think they would), and to my surprise, they did! Nice work! I really love the shiny floor effect 2, and the lighting is fine if you ask me! I know you keep saying you're not going to make a game out of this but i think you should. Oh and another good thing, it doesn't lag up at all! very smooth and very nice! Jumping was good to!

10/10

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#53 -Oakleaf-

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Posted 10 July 2007 - 11:36 AM

Ahhh....
Castlevania: Circle of the Moon ---Audience room...
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#54 dopefish711

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Posted 10 July 2007 - 01:43 PM

That pleased me so, 10/10.

I would have enjoyed that on any engine, and the effects were awesome! The music also fit in there. ADD FURNITURE AND ROOMS! ^_^ :whistle: . That would be even more awesome! Oh, it's not quite FPS (First-person shooter), it would actually be FPV (First-Person view). :lol:
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#55 Sulfuric

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Posted 10 July 2007 - 01:54 PM

That pleased me so, 10/10.

I would have enjoyed that on any engine, and the effects were awesome! The music also fit in there. ADD FURNITURE AND ROOMS! ^_^  :whistle: . That would be even more awesome! Oh, it's not quite FPS (First-person shooter), it would actually be FPV (First-Person view). :lol:

<{POST_SNAPBACK}>

Very true. I will be adding more rooms, because (if you catch the drift of the bold line on the title page), I will be making a game out of this.

The lighting effect is gone. Why? You can go outside now. I'll edit when the update is complete.

EDIT:

UPDATE v.03
-Shine removed (a new shine will eventually be added)
-New ability to go through the large doors
-A small court yard entrance added (will eventually have a fountain, ex)
-Darkness to Light transition effect (rather simple, but looks pretty cool)

Edited by STARFOXROX, 10 July 2007 - 02:02 PM.

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#56 Sulfuric

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Posted 12 July 2007 - 05:46 PM

UPDATE v.04:
-First part of hedge-maze complete
-Stream with bridge has been added
-Ramps have been made seemless (kinda)
-A moon has been added outside

Link on first post
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#57 Tera4d

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Posted 12 July 2007 - 05:54 PM

Very nice :rolleyes: it only gets better and better :huh:
Well keep up the good work.
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#58 Blazed

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Posted 12 July 2007 - 05:55 PM

Can you please make a Windows Vista version?
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#59 WarriorArtiste

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Posted 12 July 2007 - 05:56 PM

hey check out my topic:

http://gmc.yoyogames...howtopic=312692

it will let you make complex 3d games a lot easier once its finished :rolleyes:

btw...I like your level design.

Edited by WarriorArtiste, 12 July 2007 - 05:56 PM.

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#60 Sulfuric

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Posted 12 July 2007 - 06:45 PM

hey check out my topic:

http://gmc.yoyogames...howtopic=312692

it will let you make complex 3d games a lot easier once its finished  :rolleyes:

btw...I like your level design.

<{POST_SNAPBACK}>

Huh, cool. I'm not gonna ever use it though, because I have my own method of level design.

Speaking of which thank you.

If there's a giant hedge maze on one side, then what's on the other? Any ideas?

(Sorry, no vista version. If someone can convert it for him then be my guest.)

Edited by STARFOXROX, 12 July 2007 - 06:45 PM.

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#61 WarriorArtiste

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Posted 12 July 2007 - 06:49 PM

hey check out my topic:

http://gmc.yoyogames...howtopic=312692

it will let you make complex 3d games a lot easier once its finished  :rolleyes:

btw...I like your level design.

<{POST_SNAPBACK}>

Huh, cool. I'm not gonna ever use it though, because I have my own method of level design.

Speaking of which thank you.

If there's a giant hedge maze on one side, then what's on the other? Any ideas?

(Sorry, no vista version. If someone can convert it for him then be my guest.)

<{POST_SNAPBACK}>


Definitely a fountain.

But seriously, if you ever want to break free of the world of "d3d_draw_wall and d3d_draw_floor" check out my level designer!
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#62 Soillbegone

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Posted 12 July 2007 - 07:02 PM

Nice new hedge maze. I was hoping you could jump in the water and go up underneath the castle
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#63 Sulfuric

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Posted 12 July 2007 - 07:20 PM

Nice new hedge maze. I was hoping you could jump in the water and go up underneath the castle

<{POST_SNAPBACK}>

Thanks. I can't let things go under it because they would run into all the things that aloud me to do the shine. Oh, and it's a mansion (I suppose it'll be castle like, but there's no towers or anything, just rich guy stuff).

I was planing on putting a fountain near the entrance. You know, where that big open spot is in between the shrubs.

Sorry, but I'm never going to use you're level designer. For one thing, right now it can only do triangles, right? Oh, and does it support back face culling? Just about everything in my example has it.
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#64 Soillbegone

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Posted 12 July 2007 - 07:28 PM

Yeah, sorry, I forgot its mansion, but these are the things that I think you would find in a castle. Thats going to be cool with a fountain. Maybe you should add more rooms in the building itself.
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#65 Sulfuric

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Posted 12 July 2007 - 07:50 PM

Yeah, sorry, I forgot its mansion, but these are the things that I think you would find in a castle.  Thats going to be cool with a fountain. Maybe you should add more rooms in the building itself.

<{POST_SNAPBACK}>

It will. In fact, there most likely will be a wine storage room in the basement.
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#66 WarriorArtiste

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Posted 12 July 2007 - 08:25 PM

Nice new hedge maze. I was hoping you could jump in the water and go up underneath the castle

<{POST_SNAPBACK}>

Thanks. I can't let things go under it because they would run into all the things that aloud me to do the shine. Oh, and it's a mansion (I suppose it'll be castle like, but there's no towers or anything, just rich guy stuff).

I was planing on putting a fountain near the entrance. You know, where that big open spot is in between the shrubs.

Sorry, but I'm never going to use you're level designer. For one thing, right now it can only do triangles, right? Oh, and does it support back face culling? Just about everything in my example has it.

<{POST_SNAPBACK}>


Yep...culling is enabled. Yes I know it can only make triangles, that is why it is the Beta. In future versions it will make walls and floors.

And what is this shine you are talk about? Or perhaps you mean reflections.
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#67 Sulfuric

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Posted 12 July 2007 - 08:30 PM

Yes, I meant reflections. At any rate, I'm still gonna do it ye old' fashione wayeigh.

I don't really know why... Maybe it's because... um... I like my engine? :rolleyes:

I think it's mostly because I want it to be my game.

Edited by STARFOXROX, 12 July 2007 - 08:31 PM.

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#68 WarriorArtiste

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Posted 12 July 2007 - 08:31 PM

Yes, I meant reflections. At any rate, I'm still gonna do it ye old' fashione wayeigh.

I don't really know why... Maybe it's because... um... I like my engine?  :rolleyes:

I think it's mostly because I want it to be my game.

<{POST_SNAPBACK}>


lol ok
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#69 orange451

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Posted 12 July 2007 - 11:42 PM

um the topic says its an example, example means to show someone how to do something, if its an exe we cant learn from it because there is no source. so you should change the topic description because there is NO example.
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#70 xygthop3

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Posted 13 July 2007 - 12:30 AM

An example can be either open source or just an exe.

He never said it was an editable example or engine.
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#71 Sulfuric

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Posted 13 July 2007 - 12:49 AM

An example can be either open source or just an exe.

He never said it was an editable example or engine.

<{POST_SNAPBACK}>

Thanks, but...

UPDATE
-New light door effect (actually pretty good)*beta

By beta I mean I need to make it not glow when the doors are closed and a few other details. Any suggestions on how to make it better?

Edited by STARFOXROX, 13 July 2007 - 01:27 AM.

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#72 Lord Alfred

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Posted 13 July 2007 - 02:47 AM

You totally need to make a horror explorer (but no zombies _(x.x_) )!!!
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#73 Sulfuric

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Posted 13 July 2007 - 03:49 AM

You totally need to make a horror explorer (but no zombies _(x.x_)  )!!!
                                                                                          |  |

<{POST_SNAPBACK}>

Why? Because they're over used and boring? Yes, I agree. Maybe some sort of crazy surgeon assassin who uses his own bones as swords and spits acid blood at you while climbing on the dank and dark ceiling figiding this way and that down a cold hallway filled with pools of blood and organs clinging to spikes as they dangle after being penetrated with javelins and even other peoples own bone which create the very atmosphere you're in until it drives you insane and slowly drowns you in your own blood :( :D :) !!! Sorry, I like to rant.

If I forgot to mention, this is going to be an exploration game. Though I'll probably have some horror elements to it (one room's gonna be covered in blood).

PS: How do you like the new door glow?

Edited by STARFOXROX, 13 July 2007 - 03:52 AM.

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#74 qwertyuiop23

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Posted 13 July 2007 - 03:59 AM

If I forgot to mention, this is going to be an exploration game.

<{POST_SNAPBACK}>


Wait - So this is going to be made into a game now?
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#75 Brontoman

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Posted 13 July 2007 - 05:11 AM

It should be made into a 3rd person adventure game :(
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#76 Sulfuric

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Posted 13 July 2007 - 05:19 AM

It should be made into a 3rd person adventure game :(

<{POST_SNAPBACK}>

Nay. It's stayin' first. Believe me, as a 3rd person game it would look like a bunch of really bad animations walking around at a weird angle.

Yes, this is gonna be made into a game now (regardless of what I said before). They got me. It's going to be an exploration game where you have to get out of the area. I really don't know how the story's gonna go, but I know the mansion will probably be haunted in someway.

Hey, guess what I just figured out?

Simple Blood Tutorial

Programs/materials needed:
-Photoshop (probably any version will do but the instructions are for CS 2.0 v8 (I think))
-Abstract brush set (can be found at phazongraphics.com)
-A good texture

Instructions:
-Create a new, white canvas
-Make a new layer and use the fill tool to make it all white
-Get a good abstract brush and set the brush color to red (not maroon or anything, just red)
-Click once or so the canvas (depending how big the brush and canvas is (in most versions of photoshop, you can use the brush dynamics to make it more random)
-Go Image>Adjustments>Curves and set the first dot's input and output as 162 and the next dot's input and output to something less than 162 (less than 100 should do it) to make it look more "bleedy" (it doesn't have to be 162, just change it to fit your brush)
-Go Filter>Sharpen>Sharpen More
-Go Image>Adjustments>Hue/Saturation and set saturation from -20 to -30
-Copy and paste the texture you want the blood on below the blood layer
-Set the blend mode of the blood layer to either Multiply, Color Burn, or Linear Burn depending on how you want it

Note: bright white doesn't make it look as good, but set it to multiply and it should still look pretty realistic.

That's it. Hope it helps some people!

Edited by STARFOXROX, 13 July 2007 - 09:46 PM.

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#77 hotshotscott

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Posted 13 July 2007 - 07:01 AM

Really cool update! Very VERY good! Im glad you've decided to make it into a game. You should hide a gun in the maze somewhere that you pick up. Also, i dont like how outside's night time..i'd prefer it day time...But yer

NICE 10/10 no bugs!

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#78 Scott_AW

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Posted 13 July 2007 - 07:05 AM

Its coming out rather nice, although it starts to lag abit when looking at the doorway of the mansion.

You should definatly make a adventure game out of this idea.
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#79 Sulfuric

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Posted 13 July 2007 - 02:08 PM

Its coming out rather nice, although it starts to lag abit when looking at the doorway of the mansion.

You should definatly make a adventure game out of this idea.

<{POST_SNAPBACK}>

Really? Must just be your computer.

Actually hotshotscott, I'm going to have a knife you'll be able to get. It'll be used for breaking windows, maybe cutting a few... things...
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#80 Soillbegone

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Posted 13 July 2007 - 02:17 PM

So, are you going to do a night and day thing?
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#81 WarriorArtiste

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Posted 13 July 2007 - 03:59 PM

please don't make this in to a "haunted mansion" type game. Make it into a Quest to get out of the game world type game, where the character has to find people to help him find the way out, and at the same time is on guard against the Gaurdians.
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#82 dodenonnonisos

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Posted 13 July 2007 - 06:00 PM

nice new effects!
I like the effect when you walk out from the mansion and then looking at it, but i do think it's... too bright though

9/10
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#83 Soillbegone

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Posted 13 July 2007 - 06:06 PM

Yes, I also noticed the central point of the door light effect. You should start the guy outside and only do it when the guy opens the door, cause then its like what would happen in real life. If you come from a dark place into a bright light area its kind of blinding till your eyes get used to it.

It would be neat if you made it so your guys eyes would adjust to the dark and the light making it feel a little more like real life.
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#84 Sulfuric

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Posted 13 July 2007 - 06:47 PM

Yes, I also noticed the central point of the door light effect. You should start the guy outside and only do it when the guy opens the door, cause then its like what would happen in real life. If you come from a dark place into a bright light area its kind of blinding till your eyes get used to it.

It would be neat if you made it so your guys eyes would adjust to the dark and the light making it feel a little more like real life.

<{POST_SNAPBACK}>

Yes that's why it's still beta. Like someone else said, I'm also going to make it less bright and it'll start out bigger when you go outside so it can't look so thin.

It is going to be a quest to get out, but incidentally, the mansion will be haunted, or at least freaky looking.
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#85 Soillbegone

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Posted 13 July 2007 - 07:37 PM

Sounds awesome to me. Good luck on that.
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#86 Sulfuric

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Posted 13 July 2007 - 09:25 PM

UPDATE v.46:
-Door glow effect now glows based upon the doors and has a better transition/ intensity ratio
-Form freezes when the game looses focus

I just realized that the blood tutorial that no one will probably use had a few mistakes in the instructions. They should be fixed now.

Edited by STARFOXROX, 13 July 2007 - 09:47 PM.

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#87 Sulfuric

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Posted 17 July 2007 - 05:36 PM

I've been creating a bloody shack. It has a forest leading to it. What else could I put on the other side of the mansion?
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#88 Soillbegone

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Posted 17 July 2007 - 05:45 PM

You could add a grave yard.
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#89 Sulfuric

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Posted 17 July 2007 - 06:42 PM

You could add a grave yard.

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Good idea! It'll be behind the shack.
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#90 Soillbegone

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Posted 17 July 2007 - 06:59 PM

Sounds good. The shack could have a shovel in it.
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#91 Sulfuric

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Posted 17 July 2007 - 08:13 PM

Sounds good. The shack could have a shovel in it.

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If I put in a shovel, you won't be able to use it. I don't know where to begin making dig able terrain. Sounds like a job for TGG. It will have a shovel and other digging tools however. It would make sense for the graveyard.
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#92 Soillbegone

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Posted 17 July 2007 - 08:21 PM

dig able terrain....hmmm, sounds like something to try and give a go at. It would be kind of laggy though unless you make a small, and I mean pretty small area.
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#93 Sulfuric

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Posted 17 July 2007 - 08:33 PM

dig able terrain....hmmm, sounds like something to try and give a go at. It would be kind of laggy though unless you make a small, and I mean pretty small area.

<{POST_SNAPBACK}>

See, I don't really understand how TGG made his walkable terrain, and I don't want to use something I don't understand. I might understand it a bit better now, but that's the only way I could get started on it. I know TGG has made a similar effect with his tank game, and it worked really well (though the holes where huge).
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#94 Cerealklr

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Posted 18 July 2007 - 01:05 AM

I can probably help with modifiable terrain, i recently did a bit of a cram course with all the 3D tutorials. Im not an expert, and my code probably wont be as efficient as someone whose more experienced, but together we could solve the problem, if your interested.
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#95 Sulfuric

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Posted 18 July 2007 - 01:07 AM

I can probably help with modifiable terrain, i recently did a bit of a cram course with all the 3D tutorials. Im not an expert, and my code probably wont be as efficient as someone whose more experienced, but together we could solve the problem, if your interested.

<{POST_SNAPBACK}>

It's not really a problem, I wasn't planing on using it. We were just discussing the possibility.

No shovel. I would have to change A LOT of things for one.

Note: I do have some idea on how to do it though.

Edited by STARFOXROX, 18 July 2007 - 01:08 AM.

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#96 Power-up

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Posted 18 July 2007 - 03:16 AM

Awesome. I love the new light effect and the mansion grounds. Haha I even pretended it was the last level in an FPS and it had me entertained for like 15 minutes. :o
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#97 Tepi

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Posted 18 July 2007 - 04:28 PM

very, very good job!! :)
I liked the collision checking, the maze, the plants, the stairs(alot :D ) and that I was able to open every door ;)
I have some suggestions for you :)
-add lighting.
-make larger znear so that you'll get rid of those ugly z-buffer issues(info)
-make the trees affected by the flare
-make it possible to open both doors at once
-add terrain (I suggest to use Timtam's link)
-make some plants inside the house
-add more gold :)

EDIT: and forgot to mention, the moon is upside-down(as viewed from most places in the world) and out of scale...

Edited by Tepi, 18 July 2007 - 05:14 PM.

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#98 Sulfuric

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Posted 18 July 2007 - 06:15 PM

very, very good job!!  :)
I liked the collision checking, the maze, the plants, the stairs(alot :D ) and that I was able to open every door  ;)
I have some suggestions for you :)
-add lighting.
-make larger znear so that you'll get rid of those ugly z-buffer issues(info)
-make the trees affected by the flare
-make it possible to open both doors at once
-add terrain (I suggest to use Timtam's link)
-make some plants inside the house
-add more gold  :)

EDIT: and forgot to mention, the moon is upside-down(as viewed from most places in the world) and out of scale...

<{POST_SNAPBACK}>

-I'm going to add light.
-I don't understand, what exactly is z-buffer? If I change znear nothing looks any different.
-If I make the trees effected by the flare it looks fakey.
-I suppose I could make both doors open able at once. I was planing on changing them so they could be opened easier anyway.
-I'll check the link, but I've never been a big fan of stealing other peoples coding work. Except TGG mouse look of course :GM065:.
-The inside of the mansion is far from complete. It will contain a library, wine cellar, bedrooms, and other rooms I can think of.
-Gold... you mean like coloring wise or as an item? The answer: I shall add both.
-To me, the moon looks bad flipped the other way, and as for the scale, I don't care, I want it to look big like that.

If I add terrain a lot will have to be changed. I suppose I could use it in the forest area.

Speaking of which, not only have I added a forest, but I made the mansion not be drawn at most points. I have yet to update though.
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#99 Tepi

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Posted 18 July 2007 - 08:44 PM

-I don't understand, what exactly is z-buffer? If I change znear nothing looks any different.

maybe you didn't take znear to right value or look close enough(the zooming is a really great tool in that ;) )

-If I make the trees effected by the flare it looks fakey.

fakey? is it a depth problem?

-The inside of the mansion is far from complete. It will contain a library, wine cellar, bedrooms, and other rooms I can think of.

I can't wait :)

-To me, the moon looks bad flipped the other way, and as for the scale, I don't care, I want it to look big like that.

well that's maybe because it involves some clouds...I didn't mean that it should be smaller, I meant that it's vertically too flat.

Speaking of which, not only have I added a forest, but I made the mansion not be drawn at most points. I have yet to update though.

that's clever. you could make things outside the fog deactive :) that should keep serious speed problems away for future...
good luck with this! :D
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#100 Sulfuric

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Posted 18 July 2007 - 08:58 PM

Well, the main problem with the flare effecting the trees is that it makes them look like they disappeared and it it's just the wall then. Other than that it looks pretty good

The more I look at the terrain example the more I understand of it, but my main problem right now seems to be drawing the model. For one, I suck at getting the texture to fit right.

EDIT: I've been testing with the znear, and the best looking was at 32,32000. But, you can guess there is a problem there. Then I tried 4,1000. This works quite well, but what do you suggest?

Edited by STARFOXROX, 18 July 2007 - 09:09 PM.

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Note: My name has changed. My old name was STARFOXROX.