BloX - Page 6

BloX

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

Moderator: Moderators

What do you think that I should change?

Add a new land/see/air transport
5
10%
Add a transport with more slots
3
6%
Add a new gun
13
25%
Fix the mod before worry about other stuff
30
59%
 
Total votes: 51

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rattle
Damned Developer
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Joined: 01 Jun 2006, 13:15

Re: BloX

Post by rattle »

Took you one day to "texture" it?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: BloX

Post by smoth »

. . . . . it's . . . .
Sertse
Posts: 65
Joined: 23 Mar 2008, 23:57

Re: BloX

Post by Sertse »

I am strangely attracted to this mod, must be the simplicity. Each block (Blox) has a clear role. You combo the blocks together to get a unit that suits your needs. Anyways it very cool.

Didn't read the whole thread; would one of the intention of this mod to become the ultimate mix and match "make your own unit/s"? Built by combo-ing different components together.

And I said it earlier in chat, but to repeat. Its very very very slow atm. Know it's a design choice, but there's literally nothing to do at times but wait. =/
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: BloX

Post by rcdraco »

I re-uvmapped the UberCar, most of that crap happens due to lack of rounded pixels, and from me using 256x256 maps.
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Pendrokar
Posts: 658
Joined: 30 May 2007, 10:45

Re: BloX

Post by Pendrokar »

Sertse wrote:I am strangely attracted to this mod, must be the simplicity. Each block (Blox) has a clear role. You combo the blocks together to get a unit that suits your needs. Anyways it very cool.

Didn't read the whole thread; would one of the intention of this mod to become the ultimate mix and match "make your own unit/s"? Built by combo-ing different components together.

And I said it earlier in chat, but to repeat. Its very very very slow atm. Know it's a design choice, but there's literally nothing to do at times but wait. =/
You mean a mod like this(did not know about BloX when I made this topic) - viewtopic.php?f=14&t=14387
With tons of ideas listed like this? - http://spring.clan-sy.com/wiki/Kustorion

Though that won't be going anywhere, because I'm waiting for Zpock's lua script, which has not been done yet. Though I could start making units...
And most likely I should rethink some of the ideas, mostly the turret count and how to place them on units...



I just tried to launch BloX BTW and it did not work on newest stable and SVN Spring version after starting the game...
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: BloX

Post by rcdraco »

That's your own fault if it doesn't launch, it has 0 dependencies, there can't be a problem that doesn't occur in all your other games.
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overkill
Posts: 500
Joined: 02 Sep 2006, 01:15

Re: BloX

Post by overkill »

Why the feck are you using 256x256 uv maps for textures that you can make in MS paint using only the bucket tool? :P
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: BloX

Post by rcdraco »

256x256 exists because there is no round pixels, make my pixels round and I can use 128x128 if paint.net rounded the pixels, wings3d doesn't sharpen it.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: BloX

Post by smoth »

rcdraco wrote:256x256 exists because there is no round pixels, make my pixels round and I can use 128x128 if paint.net rounded the pixels, wings3d doesn't sharpen it.
This part of your post will be difficult to understand. clarify round pixels
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: BloX

Post by rcdraco »

Blok blok blok is what the texture does, since the pixels are square it says let's make it ugly, since ingame rendering is done much sharper, you'll see the straights, but you see it like steps when I try to angle it, the only other way to fix it would be for me to make ALL of my textures bend inward to be straight edged, which would could have weird effects on the UV map I think.
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rattle
Damned Developer
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Re: BloX

Post by rattle »

Ever heard of bilinear filtering?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: BloX

Post by smoth »

you are using a brush with no feather/aa which is something that paint.net lacks and one of the few reasons I still use gimp at work.

All pixels are square, however, some things like AA or blending can take an average of what you call the steps(hard edge) producing a soft edge by bluring pixels.

I assure you I have no round pixels in gundam here is an old texture to prove it:
Image
(not visible in IE)
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Re: BloX

Post by Pxtl »

You know, if you want models to be perfectly flat-shaded, the BloX ones are so low-poly that you could probably just make each flat-shaded region its own polies with their own texture. Yes, it'd be wasteful and cumbersome, but you've got the resources to burn and you'd get the hard edges you desire.
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rcdraco
Posts: 781
Joined: 22 Nov 2006, 02:50

Re: BloX

Post by rcdraco »

The only reason I like paint.net over anything else, it runs like fireworks, which I really liked. I like the free boxes and simple to understand UI. :P If I ever get around to it, I'll try to learn gimp, at least for the blurs it can make.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: BloX

Post by smoth »

paint.net has a much better interface when compared to the gimp. The gimp is really shitty software. Of course I still recommend teh photo shop to everyone, it is often not in the budget for most people.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Re: BloX

Post by AF »

The gimp is like taking all the stuff a professional artist needs one by one and shoving it in a big box, closing the lid, shaking it all up, and saying done.
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smoth
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Joined: 13 Jan 2005, 00:46

Re: BloX

Post by smoth »

nah, also the box has holes where several features fall right out.
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Erom
Posts: 1115
Joined: 25 Apr 2006, 05:08

Re: BloX

Post by Erom »

Oh, come on. It's not _that_ bad. It does 90% of what photoshop does, for free. It just has an interface that's poor in general and occasionally spectacularly bad. Not unlike Spring, actually.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: BloX

Post by smoth »

I would call 90% generous. ESP when compared to cs3 extended.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Re: BloX

Post by rattle »

It does about 20% of what photoshop can do
fixed (seriously)
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