Anything related in any way to game development as a whole is welcome here. Tell us about your game, grace us with your project, show us your new YouTube video, etc.
davidthefat wrote:I suggest you add some more color... Looks dull, colors make it look more fun.
atmo you could say the maps, models and textures are lazy "programmer art", and what I'm using now is a test level
My excuse is I'm still coding and making the important stuff needed to make the games, soon everything in a game level will have textures and colouring that compliment the scene e.g. textures can be dragged into the viewer to show a preview of the texture or the look when applied to a model, which ultimately means everything in the scene will have a similar or better quality to that of the 'palm tree' I showed, but thanks for the constructive criticism.
RyanPridgeon wrote:You're getting really good at modelling/texturing! :O
Thanks man!
I actually took some time of programming to learn more about modelling e.g. poly-by-poly technique, UV maps and skinning technique.
Master Jake wrote:Where are the coconuts =(
just for you bud
Crazily enough I'm actually working on a Island Demo with frustrum culling, crazy particles, nice effects and coconuts lolol.
I've also looked into how Crysis make thier tree physics, it's pretty insane
Bit of new years spice, before I go out.
Not fully textured yet but here is what I have so far ->
[img]
Beautiful. Where did you learn to use blender so well?
Thanks for checking it out!
I learned the basics in college e.g. keyboard shortcuts, making polygons etc..
Then I felt my skills with modelling were poor, so I google'd the techniques below and most of the result were easy to follow Youtube tutorials! cha-ching! Then I went to Youtube for the more advanced stuff e.g. poly-by-poly technique, how to rig a mesh for animation, texturing (which I'm still learning )
Gonna finally start working on the 3D world editor I planned, I'll use GUI from the engine and maybe implement terrains.
I've been doing some research on the MD2 format and it seems a lot easier to work with.
So I will also try to implement the format into my 3D model loader, which I haven't really worked on in ages.
The engine's 2D & 3D output is currently stable on Windows XP, Vista and 7 but some tests will soon be done on Linux and later on Mac.
Since I've already implemented Md2 models in my project I would not recommend them. They are very limited and bug prone. I would use an extern lib to load models if I had to redo it
Milch wrote:What model format are you using at the moment?
I think somewhere in this topic I've read .obj - but isn't .obj only for static geometry?
Ye, spot on.
Though the way I do animation with .obj is I load one per file per frame and then run them in a loop, but it sucks and unnecessarily strains cpu.
K-Bal wrote:Since I've already implemented Md2 models in my project I would not recommend them. They are very limited and bug prone. I would use an extern lib to load models if I had to redo it
Well from what I saw your MD2 looks legit but I do hate bugs, so I'll take your word for it. I really need an alternative to .obj so I'll look around for a easier solution, or an external lib. I've already looked at this tutorial -> http://tfc.duke.free.fr/old/models/md2.htm is was pretty nice