Thinking about some RPG..Android version.

Started by EgonOlsen, December 17, 2011, 11:42:01 PM

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K24A3

It has gotten a bit better in 2.61 but it's still a nightmare for beginners to learn the interface. However once you learn the key strokes and spagetti logic, meshes can be created in next to no time, much faster than most other 3D apps.

EgonOlsen

Quote from: K24A3 on January 29, 2012, 02:03:21 AM
Here's the new tree with modified texture co-ords. I couldn't replicate it in-game so I think it's something happening on your end. GLES20 texturing offset issue perhaps?
It's better but not good. It seems to happen when using mip-maps only and it doesn't happen in the desktop version, so i think it's an issue with inaccuracies of the mobile GPU and the mip-map-generation adding up. I had similar a issue with texture splatting when i tried to combine two textures in one.
I tried to fix it by modifying the texture, but that introduced artifacts at the edges of the leave-polygons. If you could clamp the texture coordinates for trunk and branches to a stay further away from the center, it should go away or at least remain unnoticed.

K24A3

That explains it, I have mipmapping turned off.

Attached is the modified tree with the offset well away from the leaves.. a good 5-6 pixels.

If still no good then send me the tree you were using before and I'll only modify the fork and lower leaves. Unless you are happy with your current tree.

Edit: would be nice if I actually attached the file  :P

[attachment deleted by admin]

EgonOlsen

Quote from: K24A3 on January 29, 2012, 01:49:36 PM
If still no good then send me the tree you were using before and I'll only modify the fork and lower leaves. Unless you are happy with your current tree.
Looks fine now...many thanks for your efforts.

K24A3

Glad to help.

Was blaming blender for a second there, which is not a rare occurrence :p

fireside

click here->Fireside 7 Games<-

EgonOlsen


EgonOlsen

The bow looks fine so far. I'm going to try to add the arrow now...

EgonOlsen

The bow is working now, i.e. you can fire arrows with it. They don't hit anything though...

I had some trouble to make the bow work properly, because the arrow wasn't axis aligned and if i changed that, the bow itself didn't fit anymore. I ended up aligning arrow and bow to the z-axis and rotate the bow slightly after loading to match the arrow. It took me some time, but it looks cool now.

Here's a screen shot of the bow:



and the same scene with an arrow being fired into the sky (that brown bunch of pixels is the arrow... ;)):



fireside

It looks good, sorry about the alignment.  I suppose all my messing around threw it off.   If I had it to do over, I would have just put the bones in with it straight up and then tilted slightly afterwards, but you know how that goes.   Hindsight is 20-20.  It was a good experience and I learned a little more about the new Blender.  Not really that new anymore since they changed it at 2.5 and it's at 2.61 now but I'm a little slow catching up with the changes, especially animation.  They have a y-up export option for it now, also, but I didn't see it till after I sent the first one and didn't want to mess you up even more.  I'll have to look at it some time and see how it works.
I didn't know the arrow end would be visible that close up.  I should have put a slot in it, but I suppose that would have made it even harder to align.  I'm a minimizer when it comes to polygons.  I could rework it if you want, but I imagine you are pretty sick of it.
Anyway, it looks good.  Looks like it's going to be a really fun game.  I think you have the right idea with the dungeons, also.  You can put the most variety in that way for the least number of poly's. 
If you need anything else, let me know.  Nothing else should lead to quite that many problems.
click here->Fireside 7 Games<-

EgonOlsen

#100
Ok, i'm a nerd...i spent a few hours to get this to work with good performance:


EgonOlsen

Quote from: fireside on January 30, 2012, 12:36:36 AM
I could rework it if you want, but I imagine you are pretty sick of it.
I'm almost happy with the way it is right now...and i'm really thankful to you and everyone else who has contributed so far. All this stuff might not be important for the game play, but it really helps me to create something that, in my view, it worth to add some actual game play features to it. I'm satisfied with the bow, just not with the texturing of the arrow...there is none except for the one that i added by calculating a texture wrap. If i upload the arrow, could you add some better fitting texture coords to it? It's such a shame that quit editing 3d models back in the Amiga days, but i guess one can only do so much...

Thomas.

Nice screens Egon! ;) I see, that texture on gate is not ideal. I could not render this object in 3Ds max (everything was gray) and do not know why, house was OK...

EgonOlsen

Quote from: Thomas. on January 30, 2012, 08:43:47 PM
I see, that texture on gate is not ideal. I could not render this object in 3Ds max (everything was gray) and do not know why, house was OK...
No idea...the texture coords are just like there were on the original model (i managed to open the gates in some basic 3D editor...i was very proud of myself... ;)).

EgonOlsen

#104
I thought i might post a little bit about the origins of this idea, my old Amiga based rpg from 20 years ago (in german...):

The intro picture:


the tactical combat system:


the dungeon view:


the city view:


All this was coded in one large source code file...today, i already have 90 classes (engine not included) without any game play...somewhere, something went wrong along the way... ;)