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Messages - ToddMcF2002

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Projects / Re: Werdy World - A Childrens Game
« on: May 17, 2007, 03:31:23 pm »
Yeah I know - but it may not be obvious to everybody.  It sure makes me appreciate the old UnrealEd I used back in the day.

I also wanted to say that FengGUI rocks.  I'm really impressed with the performance and ease of use.  The interface based design is so consistent that after using a few Widgets the pattern becomes obvious enough that you can pretty much guess the methods without reading the javadoc.  I love that.

One warning - I found a very useful undocumented function in org.fenggui.Display called fireKeyTyped.  Without it your key events are lost in translation between LWJGL and FengGUI.  Try the LWJGL demo, read the code and you will see the problem.

Anyway the dev kit is going much faster than I hoped.  I've got a few floating windows that allow you to set attributes on objects you select via PickPolygon translation.  Next up is loading objects dynamically with markers placed on the terrain and finally writing out XML to preserve state.  All the hard stuff is over so no biggie.

Projects / Re: Werdy World - A Childrens Game
« on: May 16, 2007, 10:28:09 pm »
The shed in the initial screeshots up top was a free download.  Otherwise yeah the modeling and coding is just me.  I started the level editor today using FengGUI.  I've only integrated the samples so far - and I spent most of my time struggling with mapping the keyboard and mouse events between LWJGL and FengGUI.  Basically, I have my own handlers for camera events and I need to filter those before allowing FengGUI to process events.  Same thing with mouse events.  To place objects the a level editor you need to do the 2D/3D projection so FengGUI can't eat all the mouse events.

I've got that part sorted out.  People say the GUI is heavy weight but for what I'm doing I think it is just great.  Only when I get a ton of objects on the screen do I see a hit on FRAPS.  Such as:

Why am I bothering with a level editor?  Because merged 3DS files have drawbacks, as I found out trying to make that tree canopy.  You lose opportunity to set culling and transparency.  Also, I don't want to hardcode interactive objects or guess placement.  I want to be able to dynamically load and place objects and assign attributes such as culling / transparency and save as XML.   Also, it is really hard to place compound 3DS objects because once you translate the mesh all the child objects lose orientation and its a huge hassle reorienting them.  The Level Editor will help persist coordinate offsets etc.  It won't take very long to get something useful working. 

Projects / Re: Werdy World - A Childrens Game
« on: May 16, 2007, 05:06:05 am »
Just watch out for those Jelly Beans.  I installed it earlier tonight and I was running around the game hitting FRAPS F10.

Really great art design if you ask me.  I'm not going to copy it outright obviously just try to get the look and feel.

Projects / Re: Werdy World - A Childrens Game
« on: May 16, 2007, 04:42:25 am »
Here is another test with some texture tiling refinement and the first real tree.

I've settled on the look I'm trying for - which is a pretty much Rose Online.  If you havent heard of Rose its an Americanized Korean RPG.  You could call it a WoW ripoff but it is far more anime oriented than that.  Anyway - I like the look and its very uplifting especially for children.  Here is a decent Rose cap .  When the first walking jelly bean tells you "I may never be a real Jelly bean but at least I won't be eaten alive" you know its pretty out there.  Its a wierd game.  Anyway - enough about Rose Online. 

I'm really starting to love Paint.NET.  developing that tree canopy texture was a breeze.  I started with photo of a real vine wall and simply applied some blurr and "oil painting" effect.  I think it looks pretty decent.  The bark started out as real limestone, and the paths 2 different real dirt photos.  The grass started out as a FRAPS screen cap from PacMan World 2 but then modified with hue adjustment and oil painting effects and blurring.  the only weakness of Paint.NET is the lack of an airbrush and the bizzarre attitude of the developers refusing to add one.  I don't get that.  I have to resort to the dreaded GIMP for airbrushing.  I havent needed it here though yet.  The memory footprint for Paint.NET is pretty bad too (~200MG).

That screen was taken with both 3DMax and Paint.NET up - the real FPS is about 190.

Tree fixed.  For right now its using transparency and culling on the entire object which is pretty bad.  I think I need to write a developers kit soon so I can place objects on the terrain and record all the vector offsets and load from XML.  The convenient "mergeObjects" is just going to continue to cause problems especially for mover objects (thinking in old Unreal 1 terms)....

I'll update the project page with this shot - its all going to move pretty fast now.

Yeah I think I want to end up with two meshes - the tree (1) and the leaves as a collective canopy (2).  Technically the canopy parts don't have to even touch to be in the same mesh.  That will make the JPCT rotation easier and I can manage the culling and transparency seperate from the trunk.

I'm trying to figure out how to reasonably manage the leaves separately.  Algorithmic?

Support / Re: Support for UVW Angle?
« on: May 15, 2007, 05:33:52 am »
Yeah I love laptops.  I'm thinking of getting one of those Vigor Atlantis 20'1 LCD SLI laptops.  This IBM T60 15'4" screen is killing me.  It has a great resolution (1920x1200) but its just too freakin small.  The Vigor has a lower resolution (1680x1050) but resolution isnt everything.  Plus once you render its a moot issue really. 

Bigger is better.

I started a tree and before positioning a 100 or so leaf clusters I decided (smartly!) to give it a whirl in JPCT and of course I've got a new issue now  ;D

Leaf transparency and culling.  I don't want to set the whole merged terrain to CULLING_DISABLED and setTransparency(X).

So how do I solve this issue with compound objects like this?  Do I need to load all trees seperately from the level or use a custom XML loader to generate the leaves for the tree on the fly using Object3D primatives?  Here is pic of my problem - the first leaf cluster lacks the appropriate transparency and culling properties.

Support / Re: Support for UVW Angle?
« on: May 15, 2007, 05:25:18 am »
Exactly.  Stay far away from the Material editor and use a UVW Map (different than a UVW Unwrap).  One you add the modifier, you just select the gizmo and you can rotate the gizmo which rotates the texture.  Rotation there is just like when you are modeling so its actually better than what the Material Editor has.  Then you modify the UV coordinates again in the rollout for the Modifier, not the Material Editor.  That takes care of the tiling stretch after you have adjusted the rotation.

Really its the same thing but its cleaner using the Modifier and more importantly it actually works.  Finally, you need to collapse the stack before moving on to the next polygon face that needs adjustment or the modifier will unwind itself.  I found that annoying but its not a big deal.  Collapsing the stack is not a true commitment like when you are modeling because you can always go back and add a new UVW Map modifier again.  I did that to correct one path segment that was slightly off.

Hope that is clear.  Try it on a test like I did - its painless.

Support / Re: Support for UVW Angle?
« on: May 15, 2007, 01:52:01 am »
Being right about being wrong is better than never being right.

Projects / Re: Werdy World - A Childrens Game
« on: May 14, 2007, 08:59:22 pm »
Thanks.  Just so everyone knows, I'm actually am aware the level design is extremely crude. ;)

It is just an early test to push the poly limit before reigning everything in for actual design and texturing.  Despite the simplistic look those hills are have some serious polys because of the highly segmented planes I used.  4 planes at 40x40 plus a procedural texture and and about ~20 structures.  I'd like the game to run on weaker hardware so I plan to load zones and swap them in and out of the world.  It seems pretty strait forward to detect a transition area and with precaching the transition should be painless.  I also think I'm going to swap out the water texture for 2 opposing moving planes.  I've been studying my son's Pac Man World 2 and they have some interesting tricks that look very convincing (in a cartoonish sense that is). 

I'll be laying out the landscape over the next few weeks and post screens and whatnot.  Once I get over that texture tiling problem I'm having things should go quickly.  I would like to get back to my wannabie ToEE RPG soon!  I'm glad I'm doing this though since most of these hurdles are better tackled on a simpler project such as this.


Support / Re: Support for UVW Angle?
« on: May 14, 2007, 05:48:16 pm »
Got me.  I think to fix this problem I need to add a UVW Modifier and rotate the textures.  The other values seem to be applied correctly - namely the tiling parameters.  I'll try it tonight and give feedback.

Support / Re: 3ds max tips
« on: May 14, 2007, 04:05:17 pm »
Maybe I wasnt clear in the question.  I'm in the Unwrap already, moving stuff around.  But I finally realized the answer.  If two unwrap faces are the same size and are supposed to share the same texture you just move them on top of each other so they have the same coordinates.  It seems so obvious now jeesh.


Support / Support for UVW Angle?
« on: May 14, 2007, 04:22:46 am »
I was doing a tiling textures test in Max and came up with an unexpected result in JPCT.  In the pic below I've circled the UVW angle adjustment settings in red.  If I zero out those values I get what I'm seeing in JPCT.  Is the loader ignoring those values?

Is there a suggested way to do this sort of texture tiling if angles are not supported???

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