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Re: Random WIP 2014+

Posted: 18 Sep 2014, 21:42
by The Yak
How did you get the normals to sync up so perfectly with the detailtexes? I've tried this before and failed.

Re: Random WIP 2014+

Posted: 19 Sep 2014, 09:28
by gajop
Scenario Editor 0.4 release: https://www.youtube.com/watch?v=L3g_DKVsXzE

Re: Random WIP 2014+

Posted: 27 Sep 2014, 22:35
by Karl
gajop wrote:Scenario Editor 0.4 release: https://www.youtube.com/watch?v=L3g_DKVsXzE
It looks goods, seems almost similar to other level editor/sandbox mode from some games

Re: Random WIP 2014+

Posted: 08 Oct 2014, 16:18
by knorke
9heart wrote:Yes the visual theme is a bit blocky (never stopped minecraft...)
Transport Ship ...not sure about the infantry helmets lol they are goofy for sure

Image
:shock:

Re: Random WIP 2014+

Posted: 08 Oct 2014, 22:04
by PicassoCT
There is that one thing that makes lego awesome. Everybody can play.
No need to make a architect or engineering degree first.

Re: Random WIP 2014+

Posted: 11 Oct 2014, 05:21
by Funkencool
I personally loved k'nex a lot more, but for the same reasons.

Here's a Start menu I've been tinkering with for BAR the last week or so.
Image
There's a ton to do still, but most of the basic requirements for getting a game started are there.
.
It uses gajop's work as the backbone for chat (and I'm sure multiplayer when I get to it)

Re: Random WIP 2014+

Posted: 11 Oct 2014, 05:28
by smoth
very cool funken!

Re: Random WIP 2014+

Posted: 11 Oct 2014, 10:43
by FLOZi
Totally funken cool :shock: :o

Re: Random WIP 2014+

Posted: 11 Oct 2014, 11:24
by scifi
yeah awesome.

Re: Random WIP 2014+

Posted: 11 Oct 2014, 11:32
by gajop
I really like the looks, are you going with a static background image?
It's also great that your using my work. Ideally I'd prefer if people used the entire chilly lobby repo, and just configured it to suit their project - but I'm no sure how that's realistic with it being a UI and all.. I might have to rework parts so most of it can be reusable.
Liblobby on the other hand shouldn't need any modifications that can't also go upstream.
Anyway great stuff, keep it up!

Re: Random WIP 2014+

Posted: 11 Oct 2014, 12:57
by Funkencool
For now the background is just one of the loadscreen images from bar with an overlay, but I'd like the same concept with a live battle as the background. My idea is to have the camera in between two simple spawner's made to replace any unit that dies with a new random unit, which is then sent to the middle.
gajop wrote:Ideally I'd prefer if people used the entire chilly lobby repo, and just configured it to suit their project - but I'm no sure how that's realistic with it being a UI and all.. I might have to rework parts so most of it can be reusable.
Imo it's quite reusable already. I had no trouble making it bend to my will.

I plan on sending most of the changes I made upstream once I clean my code up a little more.
(which btw, I made a pull request for compatibility with nightwatch subscriptions)
Edit: One that you had already accepted :regret:

Re: Random WIP 2014+

Posted: 28 Oct 2014, 18:06
by PicassoCT
Yeah, they are WIP .. very much still WIP
Yes.. shadder and shadows dont work on my notebook
Yes.. they are performancethirsty.. though i think i know how to reduce that ..

Image

And yes one can start to imagine how cool this can get..

I allready have trees generated based upon random generated gramars..

Thank you Spring Team for keeping the Pieces-System...

Re: Random WIP 2014+

Posted: 05 Nov 2014, 23:48
by FLOZi
Image

:shock:

Re: Random WIP 2014+

Posted: 06 Nov 2014, 11:19
by PicassoCT
sniff sniff sniff.. ah, yes the FLOZi was here.. tried to mark the territory with a tank..

Image

Resistance Trap

Spawns exactly as much Guilleros as you send troops by while not scouting for it.. - does so time delayed

Re: Random WIP 2014+

Posted: 07 Nov 2014, 18:40
by FLOZi
:o

Image

Re: Random WIP 2014+

Posted: 09 Nov 2014, 13:03
by FLOZi
Upspring crashed on me ~20 times whilst doing this:

Image

Original German vs. New Swedish

So, german base with new equipment belt, US head & recoloured texture + straps (ancient model is poorly UV mapped which is why the straps are so distorted)

References:

http://cs.finescale.com/fsm/modeling_su ... 00234.aspx
http://www.militariarg.com/swedish-militaria.html
http://i12.photobucket.com/albums/a240/ ... bbel_4.jpg

Re: Random WIP 2014+

Posted: 09 Nov 2014, 18:44
by smoth
Wow up spring only crashes for me when I played with the animation stuff

Re: Random WIP 2014+

Posted: 10 Nov 2014, 09:57
by knorke
https://www.youtube.com/watch?v=gBZLWJp ... 9cxIcfgG3g
YAWTEF (yet another way to edit features)
Some features have messed textures, others work, not sure what is happening there.

Gadget is basically:

Code: Select all

function gadget:RecvLuaMsg(msg, playerID)
...bla...
  doIt = assert (loadstring (msg))
  doIt ()
end
widget, for deleting a feature something like:
(point mouse at stuff and press a key)

Code: Select all

function widget:KeyRelease(key)	
	if (key == KEY_Destroy) then	
	local mouseX, mouseY = Spring.GetMouseState ()
	local dataType, data = Spring.TraceScreenRay (mouseX, mouseY)	
		if dataType == "feature" then			
			Spring.SendLuaRulesMsg (preMsg.. "Spring.DestroyFeature ("..data..")")
...
So the widget builds Lua-commands as string and sends them to a gadget. The gadget simply executes the string. ( http://xkcd.com/327/ ) Might be useful way if there is many parameters or varying amount of parameters or something.

Re: Random WIP 2014+

Posted: 10 Nov 2014, 14:44
by gajop
How do you draw features? I do it like this https://github.com/gajop/Scenario-Edito ... ua#L83-L92 . Always had issues with applying textures...

Re: Random WIP 2014+

Posted: 11 Nov 2014, 11:44
by knorke
gajop wrote:How do you draw features? I do it like this https://github.com/gajop/Scenario-Edito ... ua#L83-L92 . Always had issues with applying textures...
would just post it but it is on different computer, so in meantime:
I tried like gl.Texture(1, "%-" .. featureDefId .. ":1") too, because of http://springrts.com/wiki/Lua_OpenGL_Api#Textures
iirc did not work correctly for me: somehow the feature was just drawn white and sometimes solid red or something? (Or maybe that was just from trying out gl.Color?)
Instead of trying to figure it out, I tried gl.Texture(0,"$units1") which suddendly worked...then tweaked the gl.blubs based on an old post by jK, likely this one: http://springrts.com/phpbb/viewtopic.ph ... pe#p327147
Might be worth noting that the features from XTA all get drawn correctly and all features in the map had weird texture. I thought that it is maybe because they are in different archives or something but now in hindsight, more obvious seems that the XTA models are .3do vs .s3o models in the map...

/edit:
ok, failed at reading.
http://springrts.com/wiki/Lua_OpenGL_Api#Textures says that $units1 is for the 3do atlas.
And %-102:0 for s3o textures.
So seems one needs to use different ways depending on model, no wonder it did not work :roll: