Author Topic: Technopolies  (Read 288428 times)

Offline rolz

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a screenshot
« Reply #150 on: August 02, 2005, 05:45:10 pm »
Crawling through the evergreen forest ...


:)
Regards,
Andrei

Offline raft

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Re: a screenshot
« Reply #151 on: August 02, 2005, 05:50:53 pm »
Quote from: "rolz"
Crawling through the evergreen forest ...
:)

to be honest, i really admire your shots.. they seem great
Code: [Select]
r a f t

Offline rolz

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« Reply #152 on: August 02, 2005, 06:00:22 pm »
it seemed that "blinking" of trees in previous versions was caused by overlaped transparent surfaces. To fix, tree models had to be reshaped to not contain overlaped surfaces. And they seem to look much fancier now ;)

btw, what is your progress with hair/cloth/grass/tree animation ? got any useful ideas to share  ? ;)
Regards,
Andrei

Offline raft

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« Reply #153 on: August 02, 2005, 06:24:23 pm »
Quote from: "rolz"
btw, what is your progress with hair/cloth/grass/tree animation ? got any useful ideas to share  ? ;)

the mechanism for clothing, hair and other accessories is basicly complete. as i wrote in my thread all clothing -including skin color, make up etc- is based on generating textures on the fly. hair and other mesh based accessories (glasses, earing etc) depend on animations saved via max-script to text files

if i dont break or change something (i will for sure :wink: ) it is a matter of modelling and configuration

i'm now working on terrain structure and a simple LoD (level of detail) mechanism for performance reasons. i will write in detail when completed

what is that grass/tree animation btw ?
Code: [Select]
r a f t

Offline manumoi

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Technopolies
« Reply #154 on: August 02, 2005, 09:44:43 pm »
just to say that your screenshot is amazing Rolz... Very good work

manu

Offline rolz

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Thank you
« Reply #155 on: August 03, 2005, 08:54:36 am »
Thank you, I really appreciate it ;)
Regards,
Andrei

Offline rolz

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« Reply #156 on: August 03, 2005, 03:13:52 pm »
New look for "grass" terrains.




and for "rocky" terrains


for mixed types (rocks+grass)


crowded place
Regards,
Andrei

Offline EgonOlsen

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« Reply #157 on: August 04, 2005, 12:12:13 am »
:shock:  :shock: Very cool...

Offline rolz

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« Reply #158 on: August 04, 2005, 06:30:16 pm »
new version uploaded to server.

just run client and wait for autoupdate to complete.

- new look for terrains (you may adjust parameters in techno.properties to play with the look)
Code: [Select]

#server settings
server.host=212.98.171.182
server.port=3299
#autoupdate settings
autoupdate.url=http://212.98.171.182:3298/

#game settings

# true  will give better calculations for Z coordinate,
# false (default) is much faster but players/monsters could fall through the ground sometimes
game.disable.fast.placement=false

# true will enable animated grass/trees
# false will save some performance
game.terrain.animation.enabled=true

# 0 to 3 adjust terrain decorations density, such as grass/bushes/rocks
game.terrain.decorations.level=3

# 5 to 90 will adjust terrain decorations range.
game.terrain.decorations.range=40

- new look for trees. Trees are now animated (wind effects)

- W key now shows wireframe

- ESC now shows menu (was F10)

- some items are dropped to the ground at server startup. You may not yet pick them up but you may see them lying on the ground
Regards,
Andrei

Offline EgonOlsen

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« Reply #159 on: August 04, 2005, 10:35:37 pm »
Wireframe...i'm loving this option. How about a fps counter next? Do you have some profiler data for technopolies? I would like to know where most of the processing time (jPCT related) is spent (except for the AWTGLRenderer itself) to see if there are some places where i can apply some optimizations.

BTW: I'm not sure if the auto updater works reliable. I got a class not found exception and had to restart. But maybe i just caught you in the middle of an update...

Offline Remo

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« Reply #160 on: August 04, 2005, 10:47:50 pm »
Quote from: "EgonOlsen"
Wireframe...i'm loving this option. How about a fps counter next? Do you have some profiler data for technopolies? I would like to know where most of the processing time (jPCT related) is spent (except for the AWTGLRenderer itself) to see if there are some places where i can apply some optimizations.

BTW: I'm not sure if the auto updater works reliable. I got a class not found exception and had to restart. But maybe i just caught you in the middle of an update...



Yeah hehehe. He updates very often! I find that awsome. The game looks very very cool.

Offline rolz

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« Reply #161 on: August 05, 2005, 02:51:28 pm »
It seems application had to be restarted if client.jar has been updated. I'll patch autoupdate to take care of this issue.

Egon, a question regarding transparency -

if i set Object3D transparency to the maximum (0) - the object's alpha is ~50%. Could I somehow set it to be more "transparent" ?
Regards,
Andrei

Offline EgonOlsen

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« Reply #162 on: August 05, 2005, 03:37:16 pm »
What a coincidence...i've just thought about that this morning. I was wondering why no one ever required this option... :wink:
The short answer is: Yes, it is possible...but not in the current version.
The long answer is: The OpenGL renderer tries to mimic the behaviour of the software renderer. The software renderer can't go below ~50% (in fact it's 70% IIRC) for performance reasons. I think that i'll add a setting to Config (glTransparencyOffset or similar) that will allow to adjust the transparency formula for OpenGL only. This means that you'll have to adjust your transparency values when modifying this setting to get the same results as before. But that shouldn't be too much of a problem. I hope to add this on monday.

Offline Uija

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« Reply #163 on: August 05, 2005, 05:00:40 pm »
I need to say, that Helge is one of the best projectmaintainer I have ever met!
Continue your great work!

Offline rolz

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« Reply #164 on: August 05, 2005, 05:04:28 pm »
:) .......

Helge, one more thing:
when you create a clone of billboarding object using Object3D.cloneObject()
the resulting object is not billboarding.
Regards,
Andrei