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Re: What are you working on? [Re: Pappenheimer] #392212
01/20/12 10:43
01/20/12 10:43
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
Working on a seeding function for terrains, which overcomes some disadvantages of the ent_seed function (level.c):

Code:
void hmp_seed (Hmp* hmp, BMAP* prMap, float avgDist, float minDist, BOOL relax, EVENT ev);



It takes a heightfield, a probability map, an average distance, a minimal distance and generates a distribution (1st pass).

If relax is = true, all generated positions will be iterated in descending order of field probability (so that items with high field probability have more influence over lower probability items in terms of position stability) and too near items are pushed away, if the minimum distance is violated (2nd pass). If the previously generated random item probabilty then violates the (predefined) field probability, the item will be deleted; otherwise it gets updated (height and field probability).

Then, in the 3rd pass, pairs are searched for, that still violate the minimum distance, and are deleted as well.

After finishing this, for each item a callback will be called and the heightfield, the XYZ coordinates (in heightfield space) and the field probability at that location are passed. This gives me the opportunity to decide by myself what to do for each generated item:

Code:
void myFunc (Hmp* hmp, VECTOR* hXYZ, float pr)
{
	VECTOR* pos = hmp_vectoent(hmp, hXYZ, terrain, NULL, true);
	if (pos != NULL)
	{
		ENTITY* e = ent_create(CUBE_MDL, pos, NULL);
		e->scale_x = e->scale_y = e->scale_z = pr;
	}
}



In the function above I generate a cube on the terrain, whereas the scale of the cube represents the field probability at that very location.

It looks like this; the picture in the upper left corner shows the probability (black = 0%, white = 100%); parameters were average distance = 24 and minimum distance = 12:

(click to enlarge)


Last edited by HeelX; 01/20/12 10:47.
Re: What are you working on? [Re: HeelX] #392218
01/20/12 12:27
01/20/12 12:27

C
chris_oat
Unregistered
chris_oat
Unregistered
C



very cool HeelX,
are you gonna share this one with us once its finished? will it be also work on A7?

Last edited by chris_oat; 01/20/12 12:27.
Re: What are you working on? [Re: ] #392221
01/20/12 12:38
01/20/12 12:38
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Joined: Jul 2001
Posts: 6,904
Originally Posted By: chris_oat
very cool HeelX,
are you gonna share this one with us once its finished? will it be also work on A7?


Thanks! - Maybe, but that decision has to be made in the future and although I own the rights for the code (it is part of a client's project), I don't know what happens afterwards.

Re: What are you working on? [Re: HeelX] #392259
01/20/12 19:31
01/20/12 19:31
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
@Pappenheimer :
Yes the reduce Brush will help a lot specially on surface with no details : surface details can be painted on normal map after the baking.
The point is that he needs to make lot more regular surfaces, less disturbed, it looks very like some Clay trying on curves.

I made some torso in the same style :


Perhaps it's better to have basi surface good and regular before painting details on the normal map.

So i started making some lizard monster also !





Last edited by ratchet; 01/20/12 20:32.
Re: What are you working on? [Re: ratchet] #392285
01/21/12 00:11
01/21/12 00:11
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Some work this evening:

Minecraft Map Exporter

It uses "real" chunk data and ignores all non-floor materials grin
You can also export maps with full texturing and full size (one block = 16x16 pixels)

Map Top Down (Warning: Huge File! About 11 MB))

Exporter output:



Generated heightmap:



Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #392327
01/21/12 18:13
01/21/12 18:13
Joined: Jul 2001
Posts: 4,801
netherlands
Realspawn Offline

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Realspawn  Offline

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Joined: Jul 2001
Posts: 4,801
netherlands
Toying around with one of my small projects.
The old C64 game Commando in retro 3dgs style

Some early shots : http://www.youtube.com/watch?v=tZk-hEgfqTg


Last edited by Realspawn; 01/22/12 14:23.

Find all my tutorials & Workshops at : www.rp-interactive.nl

Creativity starts in the brain
Re: What are you working on? [Re: Realspawn] #392342
01/21/12 19:28
01/21/12 19:28
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Iphone commando remake :
Iphone commando

Perhaps it's beta ,the contrast and luminosity between palm trees and grass is too much (grass is too much blokc color dark and palm tree is too much lightened).

You can take this picture as example of good textures color and luminosity :


For cartoon here is another style :


But the gameplay is here and great already laugh

Last edited by ratchet; 01/21/12 19:35.
Re: What are you working on? [Re: ratchet] #392343
01/21/12 19:38
01/21/12 19:38
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
Some progress on the lizard in general shape (more humanoid like).
Perhaps some 3DGS future contribution laugh





Last edited by ratchet; 01/21/12 19:39.
Re: What are you working on? [Re: ratchet] #392353
01/21/12 20:47
01/21/12 20:47
Joined: Jul 2001
Posts: 4,801
netherlands
Realspawn Offline

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Realspawn  Offline

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Joined: Jul 2001
Posts: 4,801
netherlands
@ratchet are you working on those games or was it to show me ?


Find all my tutorials & Workshops at : www.rp-interactive.nl

Creativity starts in the brain
Re: What are you working on? [Re: Realspawn] #392356
01/21/12 20:57
01/21/12 20:57
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Joined: Aug 2002
Posts: 2,183
Germany, BaW�
(I also think it would be nice to stay only with Gamestudio related screenshots. External screenshots only per link.)

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