Hi.

Started to work on a topdown shooter.
Enemys are pre-rendered sprites ( from models in Acknex with ShadeC evo ).
With this trick a massive amount of enemys is possible.

The player movement is pretty far. For now it features jumping, walking, sidewalking, running, walking and shooting, sidewalking and shooting, running and shooting.

The enemy controller already features a first complete enemy.

Level is "not small" and ive taken it from my zombie-fps ( see "Projects" )






For the cycle+ file i use my Editor "CED" ( see "3rd Party Tools" ) then importing it into Photoshop to create the alpha channel and doing further edits. Good alphachannel is a must have when dealing with sprites btw.

The most basic and simple way is something like this ( did not test this one just wrote it ) if youre not confirm with rendering directly into "canvas/bitmaps" in Acknex. Sure not the best way, but will lead to some good results.
Code:
//add include's...etc be4 launching
//...

STRING* str_render_anm = "walk";  // anm2 render / save

action PreRenderEnt(){
 //my.material = shadeC or whatelse
 //set (my, SHADOW); // when using shadeC this looks better
   vec_set (camera.x, my.x); // bring cam into topdown position
   camera.pan = my.pan;
   camera.z += 100;          // adjust cam height here
   camera.tilt = -90;
   my.skill1     = 0;
   var counternr = 0;
   wait (-5);                // better wait for level_load etc...did not test at 2:20 o clock
   while (my.skill1 < 100){
	   my.skill1 += 4; // less = more frames
		ent_animate (me, str_render_anm, my.skill1, NULL);
		counternr += 1;
		file_for_screen ("anmframe_", counternr);
   	wait (-1);
   }
   wait (-2);               // time to save last shot again not tested if necessary here
   sys_exit ("done!");
}
function main(){
	...
	vec_set (sky_color, vector (255, 255, 255)); // white background in sprite images on hd
      //vec_set (ambient_color...);
      //vec_set (sun_color....);  
	...
	ent_create ("yourmodel.mdl", vector (0, 0, 0), PreRenderEnt);
        ...
        ent_create (NULL, vector (x,y,z), Your_Light_Source);
}


Videos and more information will follow as soon ive time again.

Btw, the realtime graphic is pure Acknex mtlView.c. No normal maps and stuff like that only std (hdr) and blur ( for some movement effects )...not that bad at all! grin

Iam planning to use SSAO from HeelX here.
Cool thing in topdown, my camera.view_far is 500 grin mhhhhh

Greets

Last edited by rayp; 07/02/18 19:55. Reason: project name

Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
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