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Messages - matchy

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91
Off Topic / Re: Matchy LWO Blender
« on: 2015-Nov-27 »
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


92
Off Topic / Re: Test project
« on: 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). :-[

93
Off Topic / Re: Test project
« on: 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?

94
Off Topic / Re: Test project
« on: 2015-Nov-22 »
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:

95
Off Topic / Re: Test project
« on: 2015-Nov-21 »
No more prototype ball vehicle because those test car tiled sprites are perfect.  :whistle:

96
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:

97
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
 

98
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
 

99
Off Topic / Re: Test project
« on: 2015-Nov-04 »
The next thing will be fog

100
Shadow without skybox when:

Code: GLBasic [Select]
                X_CULLMODE 1
 

101
I hope this helps. ( A,B,C, 1,2,3... :D)
:coke: aine ?

102
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

 

103
I had some sort of problem like this where I'm guessing it's a zbuffering issue, which you can see in my video demo. Alternatively, I've experimenting with drawing the 3d objects from afar then inwards in a circle radar fashion. Otherwise, far objects with cover close object with no zbuffering.

My suggestion is remove the shading for now because really you don't need it. If you want to work on shading, produce smaller code samples to solve your problems rather than drag this awesome project down as we can't help due to a bug.

104
It looks pretty neat to me, specially me being the best player there is on Time Bandit. :whistle:

Glove is great. I hadn't seen that homebrew title before. Time Bandit is such a cool game.

I can created and store tiles to create a maze in just BASIC but it take a few seconds to scroll move to the next room.

105
Off Topic / Re: Test project
« on: 2015-Nov-01 »
Looks awesome.  :good:  :coke:

The engine is looking good, nice dips and hills and I like that style. Now go rip the Outrun, Chase HQ and Lotus II graphics for a game demo already!  ;) ;/  :D

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