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Re: The Official Golvellius Thread
Posted: Sun Apr 12, 2009 9:36 pm
by OrinCreed
trufun202 wrote:OrinCreed wrote:Trufun. Your Vortella model looks pretty good. I haven't played this game before but you came up with a cool interpitation of the sprite work. I noticed you have a little bit of texture pull on your UV space [the tentacles on its head] but it's nothing major. I still have problems with that myself. The scales look great, how exactly did you go about making them?
Thanks Orin, I use the following apps for my models:
1. Milkshape 3D - 3D modeling
2. Unwrap 3D - UV Mapping (which yes, I kinda suck at...getting it perfect takes way too much patience)
3. CharacterFX - Rigging and animation
4. FragMOTION - Animation Labeling and Export to Ogre XML
Nice. I completly understand about the UV's. They can be a complete hassle to get just right even if you know exactly what you are doing. It seems like they just don't want to behave some days.
I could never get the hang of building models face by face. I've always worked from primitives and sculpted it as I needed. The only time I did build something face by face took me far to long to complete and wore on my nerves. You however pull it off nicely.
When you were painting the scales on your texture did you do them all by hand or cheat with a plug-in like stained glass? I've never made anything with scales before and it would be interesting to know how you pulled it off.
Re: The Official Golvellius Thread
Posted: Sun Apr 12, 2009 10:37 pm
by trufun202
GyroVorbis wrote:Hey, Trufun. I'm very interested in talking NPC AI concepts with you like we did with Lua textbox stuff (which I still haven't implemented. Can you show me where we discussed it? I had everything figured out, but now I can't remember, ROFL).
Are your friendly NPCs going to be walking around? I'm sure this is mostly for enemies. So how is it going to work? Are they going to have their own heartbeat in Lua? Actually, how do your snakes work? Is that hardcoded into your engine?
Are you talking about
this post?
Yeah, I will probably have wondering NPC's eventually, but right now they just stand there. But, I could easy have them wonder using the same logic that the Snakes (and Moles) use - which is basically a random list of waypoints that are generated when the enemy spawns. The waypoints are randomized within a given radius and the enemy just continues to visit each waypoint in a loop.
Such as:
Code: Select all
int waypointCount = rand() % 6 + 4;
for (int i = 0; i < waypointCount; i++)
{
int x = rand() % Radius + WayPointPosition.x;
int y = WayPointPosition.y;
int z = rand() % Radius + WayPointPosition.z;
walkList.push_back(Vector3(x, y, z));
}
//setup the first destination
destination = walkList.front();
walkList.pop_front();
//put this destination back in the list, so it loops
walkList.push_back(destination);
As for the Lua based conversations. I still don't have this totally fleshed out, but essentially I check to see if the player collides with the NPC and if they are not already engaged in conversation, such as:
Code: Select all
if PlayerCollidesWith("randar") and not ConversationActive() then
convo = CreateConversation("Randar", "I am Randar. For 150 gold, I can increase thy\npower for thee.")
convo:AddOption("Okay", "RandarYes") -- sets the RandarYes() Lua method to be executed when "Okay" is selected
convo:AddOption("No Thanks", "RandarNo") -- sets the RandarNo() Lua method to be executed when "No Thanks" is selected
convo:ShowWithDelay(1)
randar = GetNPC("randar")
randar:PlayAnimation("Idle", true)
SwitchCameraTo(randar, 10, -20)
end
I
still haven't tackled enemy AI, but eventually I want Lua to be able to take over the enemy movement - so that the engine's default waypoints will only be used if Lua hasn't specified anything further. The moles and Vortella both have their combat AI built into the engine, but I'm trying to decide around how I want to abstract everything and expose it to Lua.
Re: The Official Golvellius Thread
Posted: Sun Apr 12, 2009 10:39 pm
by trufun202
OrinCreed wrote:
When you were painting the scales on your texture did you do them all by hand or cheat with a plug-in like stained glass? I've never made anything with scales before and it would be interesting to know how you pulled it off.
With this tutorial, the scales were pretty damn easy.
http://www.photoshop-dragon.com/Tutoria ... Scales.htm
Re: The Official Golvellius Thread
Posted: Sun Apr 12, 2009 10:45 pm
by OrinCreed
trufun202 wrote:OrinCreed wrote:
When you were painting the scales on your texture did you do them all by hand or cheat with a plug-in like stained glass? I've never made anything with scales before and it would be interesting to know how you pulled it off.
With this tutorial, the scales were pretty damn easy.
http://www.photoshop-dragon.com/Tutoria ... Scales.htm
Sweet. Nice tutorial. Looks like I was right about the stained glass plug-in too.
Re: The Official Golvellius Thread
Posted: Sat Apr 25, 2009 11:59 am
by trufun202
I've gotten some pretty good feedback on my last "Behind the Scenes" video. Alot of people have asked for another one, so here it is:
(...and now I have the sudden urge to go play some Megaman 2.)
http://www.youtube.com/watch?v=DK--q7jPYmI
Re: The Official Golvellius Thread
Posted: Sat Apr 25, 2009 12:18 pm
by eatcomics
That was EPOCH!!!!! Nice vid... Make more... NOW!!!!!!!!
Re: The Official Golvellius Thread
Posted: Sun Apr 26, 2009 12:10 am
by JS Lemming
That was... brilliant. I found the code illegible but it was still awesome.
Re: The Official Golvellius Thread
Posted: Sun Apr 26, 2009 9:24 pm
by M_D_K
JS Lemming wrote:That was... brilliant. I found the code illegible but it was still awesome.
If you squint your eyes it reads better
Also trufun great vid
Re: The Official Golvellius Thread
Posted: Mon Apr 27, 2009 12:20 am
by Falco Girgis
I just watched + commented + favorited + 5 starred! Sorry that I'm late again. XD
It's like 12:20AM, and I'm studying for differential equations and circuits.
Re: The Official Golvellius Thread
Posted: Mon Apr 27, 2009 12:27 am
by MadPumpkin
"its a bit-willy, but that shitsstightas hell"
-Jeice
thats what my friend just said after watching it haha
Re: The Official Golvellius Thread
Posted: Mon Apr 27, 2009 12:32 am
by MadPumpkin
M_D_K wrote:If you squint your eyes it reads better
yea, you know... cover your left eye... squint your right... and bob your head left to right 8 times
then it looks great
Re: The Official Golvellius Thread
Posted: Mon Apr 27, 2009 9:34 am
by trufun202
Thanks everybody!
Yeah, sorry, the type is jacked up in the coding portion. I tried recording at different resolutions and window sizes, but that was about as good as I could get it. One of these days I'm gonna buy a bigger harddrive so I can start making higher res movies. Right now its only 20gig, total. So after everything else, I have about 1 gig to play with.
In other news, last night, I completely dismantled my NES to clean it and play some Megaman 2, and NOT on an emulator. And it worked, woot!
Re: The Official Golvellius Thread
Posted: Mon Apr 27, 2009 10:31 am
by K-Bal
trufun202 wrote:Right now its only 20gig, total. So after everything else, I have about 1 gig to play with.
Next time you say that you are still using an 80386 processor?
Re: The Official Golvellius Thread
Posted: Mon Apr 27, 2009 8:53 pm
by MadPumpkin
trufun202 wrote:Right now its only 20gig, total. So after everything else, I have about 1 gig to play with.
haha thats great... almost as much as mine... but im on my mothers right now so i have like 650G lol
Re: The Official Golvellius Thread
Posted: Tue Apr 28, 2009 7:31 am
by Ewan
trufun202 wrote:I've gotten some pretty good feedback on my last "Behind the Scenes" video. Alot of people have asked for another one, so here it is:
(...and now I have the sudden urge to go play some Megaman 2.)
http://www.youtube.com/watch?v=DK--q7jPYmI
Yay, I was one of them
Great vid!