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Messages - matchy

#91
These image are by holding 2 (spotlight) or 3 (toon shader). I'm wondering if I can remove light data from the materials.

It looks fine in ac3d edit and there's some interesting tools to try.

#92
I'll keep this simple. :glare:
#93
 8)

For now, they could be useful if no lighting is used unless we can solve this. I imagine one way is to convert/bake the current material because I would prefer a sprite to edit bumps and scratches.  ::)
The shading is fine but the spotlight (which is above the car) isn't working. In toon mode (hold key #3), only one side of the car remains fixed lit. Perhaps there's an alpha for the vertices also?  :sick:
#94
thanks mentalthink  ;) and the unregistered version of Lightwave is limited to vertices export, Blender failed at export but AC3D exports to 3ds perfectly so I converted all the car models to ddd.

erico was very kind to supply me with 100+ car models (might as well be Jay Leno's garage collection it seems with a century range) in LWO format.  :good: The colors are flat but when GLB light ignores it and emits it's own shade.

Here is a demo with 5 of the smallest file size car models so it loads quickly and I'm hoping to get a demo with more cars on it as I have tracks and streets.  :P

#95
Off Topic / Re: Test project
2015-Nov-23
erico, Have you tried to produce animsprites with 3D to 2d? Do you have 3d models of cars, bikes or vehicles just to test with? I'd like to reconstruct one but need a frame to design by I guess.  :whistle:
The vehicle overlay function is really separate to how the track works and is displayed, even lighting. Presumably there are only left and right turning frames like in your tile-set, but maybe also jump and bump (yaw and pitch frames). Alternatively rather than a bitmaps, a smooth turning 3D motorcycle like Road Rash 3D would compliment the track more. (but then there's the rider animation). :-[
#96
Off Topic / Re: Test project
2015-Nov-23
Understandably as I have a similar issue with content vs functionality. To foresee, perhaps creating these in run-time from base 3d models to produce 2d sprites (ie. vector splicing) or even over-layer 3D.

For now, something more sensible in the next test video would be nice and I'm hoping as I'm just not a fan of the racing ball/sphere.

How important is it we worry about brand name cars in our games?
#97
Off Topic / Re: Test project
2015-Nov-22
Quote from: MrTAToad on 2015-Nov-22
Quote from: erico on 2015-Nov-20
There is about 200 cars, if not way more, on many different 3d complexity levels.
...
Could you make them available or is their copyright status dubious or public use ?

Quite relevant for test project, not.  :doubt:
#98
Off Topic / Re: Test project
2015-Nov-21
No more prototype ball vehicle because those test car tiled sprites are perfect.  :whistle:
#99
You're FOV is high but now I'll also have a go at the experimental challenge of a straight raceway road with some tunnel like objects with the aim of no shade clipping or missing.  :bed:
#100
Quote from: matchy on 2015-Nov-04
Quote from: ProN3rd on 2015-Nov-04
ah yes i see, but just brings it back to the usual problem :)

The original issue seems solved to me. Note also, the more polys on the boxes, the less gets clipped and more shadow resolution. Another CPU intensive task.  :sick: :whistle: Sync code:


Code (glbasic) Select

//Utility Class
        TYPE Txyz
                x;y;z
        ENDTYPE

        GLOBAL pl AS Txyz       ;       pl.x = -0; pl.y = 0; pl.z = 10       //Player
        GLOBAL cam AS Txyz      ;       cam.x = -50; cam.y = 0; cam.z = 10      //Cam
        GLOBAL li AS Txyz       ;       li.x = -100; li.y = -400; li.z = 500      //Light
        GLOBAL pr AS Txyz       ;       pr.x = 0; pr.y = 0; pr.z = -250     //Road
        GLOBAL po AS Txyz       ;       po.x = 100; po.y = -75; po.z = 0        //Obstacle (Wall)

//Create Objects
        GLOBAL player = GENX_OBJ()      ; CreateSphere(player,5, 36, RGB(255,0,0)) // added more sides for shadow resolution
        GLOBAL skybox = GENX_OBJ()      ; CreateCube(skybox,3000,RGB(40,40,100))
        GLOBAL road = GENX_OBJ()        ; CreateCube(road,500,RGB(100,100,100))
        GLOBAL obstacle = GENX_OBJ() ; CreateCube(obstacle,100,RGB(130,50,130))

GLOBAL fov = 90
GLOBAL cam_offset = 0
GLOBAL speed = 1

//Mainloop
        WHILE TRUE
IF NOT KEY(57) // no clipping - good
cam_offset = -200
fov = 15
speed = 4
ELSE // clipping - no good
cam_offset = 0
fov = 90
speed = 1
ENDIF
                X_MAKE3D 1, 2000, fov
                X_CAMERAUP 0,0,1
                X_CAMERA cam.x + cam_offset, cam.y, cam.z, pl.x, pl.y, pl.z
                X_CULLMODE 1
// X_ENABLE_Z TRUE
                //Draw skybox
//                        X_CULLMODE -1
//                        X_DRAWOBJ skybox, 0
//                        X_CLEAR_Z
//                        X_CULLMODE 1
                //Draw scene
                        X_MOVEMENT pr.x,pr.y,pr.z       ; X_DRAWOBJ road,0
                        X_MOVEMENT pl.x,pl.y,pl.z       ; X_DRAWOBJ player,0
                        X_MOVEMENT po.x,po.y,po.z       ; X_DRAWOBJ obstacle,0
                //Shadow light
                        X_SPOT_LT -3,0,li.x,li.y,li.z,0,0,0,360
                //Draw scene again
                        X_MOVEMENT pr.x,pr.y,pr.z       ; X_DRAWOBJ road,0
                        X_MOVEMENT pl.x,pl.y,pl.z       ; X_DRAWOBJ player,0
                        X_MOVEMENT po.x,po.y,po.z       ; X_DRAWOBJ obstacle,0
                X_MAKE2D
                SHOWSCREEN

                //Movement Player
                        IF KEY(200); INC pl.x, speed; INC cam.x, speed; ENDIF
                        IF KEY(208); DEC pl.x, speed; DEC cam.x, speed; ENDIF
        WEND

//Utility Functions

#101
Quote from: ProN3rd on 2015-Nov-04
ah yes i see, but just brings it back to the usual problem :)

The original issue seems solved to me. Note the more polys, the less gets clipped. Another CPU intensive task.  :sick: :whistle: Sync code:


Code (glbasic) Select

//Utility Class
        TYPE Txyz
                x;y;z
        ENDTYPE

        GLOBAL pl AS Txyz       ;       pl.x = -0; pl.y = 0; pl.z = 10       //Player
        GLOBAL cam AS Txyz      ;       cam.x = -50; cam.y = 0; cam.z = 10      //Cam
        GLOBAL li AS Txyz       ;       li.x = -100; li.y = -400; li.z = 500      //Light
        GLOBAL pr AS Txyz       ;       pr.x = 0; pr.y = 0; pr.z = -250     //Road
        GLOBAL po AS Txyz       ;       po.x = 100; po.y = -75; po.z = 0        //Obstacle (Wall)

//Create Objects
        GLOBAL player = GENX_OBJ()      ; CreateSphere(player,5, 36, RGB(255,0,0)) // added more sides for shadow resolution
        GLOBAL skybox = GENX_OBJ()      ; CreateCube(skybox,3000,RGB(40,40,100))
        GLOBAL road = GENX_OBJ()        ; CreateCube(road,500,RGB(100,100,100))
        GLOBAL obstacle = GENX_OBJ() ; CreateCube(obstacle,100,RGB(130,50,130))

GLOBAL fov = 90
GLOBAL cam_offset = 0
GLOBAL speed = 1

//Mainloop
        WHILE TRUE
IF NOT KEY(57) // no clipping - good
cam_offset = -200
fov = 15
speed = 4
ELSE // clipping - no good
cam_offset = 0
fov = 90
speed = 1
ENDIF
                X_MAKE3D 1, 2000, fov
                X_CAMERAUP 0,0,1
                X_CAMERA cam.x + cam_offset, cam.y, cam.z, pl.x, pl.y, pl.z
                X_CULLMODE 1
// X_ENABLE_Z TRUE
                //Draw skybox
//                        X_CULLMODE -1
//                        X_DRAWOBJ skybox, 0
//                        X_CLEAR_Z
//                        X_CULLMODE 1
                //Draw scene
                        X_MOVEMENT pr.x,pr.y,pr.z       ; X_DRAWOBJ road,0
                        X_MOVEMENT pl.x,pl.y,pl.z       ; X_DRAWOBJ player,0
                        X_MOVEMENT po.x,po.y,po.z       ; X_DRAWOBJ obstacle,0
                //Shadow light
                        X_SPOT_LT -3,0,li.x,li.y,li.z,0,0,0,360
                //Draw scene again
                        X_MOVEMENT pr.x,pr.y,pr.z       ; X_DRAWOBJ road,0
                        X_MOVEMENT pl.x,pl.y,pl.z       ; X_DRAWOBJ player,0
                        X_MOVEMENT po.x,po.y,po.z       ; X_DRAWOBJ obstacle,0
                X_MAKE2D
                SHOWSCREEN

                //Movement Player
                        IF KEY(200); INC pl.x, speed; INC cam.x, speed; ENDIF
                        IF KEY(208); DEC pl.x, speed; DEC cam.x, speed; ENDIF
        WEND

//Utility Functions

#102
Off Topic / Re: Test project
2015-Nov-04
Quote from: MrTAToad on 2015-Nov-04
The next thing will be fog
#103
Shadow without skybox when:

Code (glbasic) Select

                X_CULLMODE 1

#104
Quote from: erico on 2015-Nov-03
I hope this helps. ( A,B,C, 1,2,3... :D)
:coke: aine ?
#105
The obstacle is hitting the lens because the field of view is too wide. Here's my modified FOV and matching speed demonstration code:

Code (glbasic) Select


GLOBAL fov = 90
GLOBAL cam_offset = 0
GLOBAL speed = 1

//Mainloop     
        WHILE TRUE
IF NOT KEY(57) // spacebar (new)
cam_offset = -200
fov = 15
speed = 4
ELSE // (old)
cam_offset = 0
fov = 90
speed = 1
ENDIF
                X_MAKE3D 1, 2000, fov
                X_CAMERAUP 0,0,1
                X_CAMERA cam.x + cam_offset, cam.y, cam.z, pl.x, pl.y, pl.z
                //Draw skybox