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FutureRP

Started by cyberkilla, December 12, 2006, 08:48:18 PM

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cyberkilla

http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

EgonOlsen

I've added the game to the projects page now.

cyberkilla

http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

cyberkilla

#33
I am working on Speech Bubbles, selection planes, and hovering names.

Currently, I am working on the selection planes.
I am using a single quad plane with a texture assigned.

I plan to get the angle of the contact with the ground like so:

- Cast ray directly down Y axis to find ground, if any.
- Create 4 vectors that make a small quad shape around the point found in last step.
- Perform ray casting and averaging as shown in the car example.
- Set rotation matrix of the plane.

I will post screenshots in a little while;)

EDIT:
Anyone got a better idea about this?
I am referring to a green circle I wish to draw at the feet of a selected player model.
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

cyberkilla

http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

cyberkilla

#35
What do you guys think?;)






What to you guys think?

Appologies for the texture on those models! It was supposed to be a belt buckle!;)
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

cyberkilla

I am now working on the player selection plane that appears below a selected player:)
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

EgonOlsen

Quote from: cyberkilla on March 02, 2007, 05:57:53 PM
I am now working on the player selection plane that appears below a selected player:)
You may consider to shoot just one ray into the ground and let the collision listener return the polygon id of the hit polygon. With this, you can ask the PolygonManager for that polygon's normal and adjust the selection plane accordingly. Without doing anything else, there won't be a smooth transition between polygons with different normals of course. But maybe that's not a problem or you can add some interpolation to it. But it will save you from shooting multiple rays into the ground.

EgonOlsen

Quote from: cyberkilla on March 02, 2007, 01:37:50 AM
What to you guys think?
Are those "dots" their nipples?  ;D

Hrolf

I was wondering about this (the highlight ring, not the nipples!) in Bloodridge. Currently it's a bit weird, especially on steps...



Any ideas how to work this one?

(speech bubbles look good BTW!)

cyberkilla

Quote from: EgonOlsen on March 02, 2007, 06:09:32 PM
Quote from: cyberkilla on March 02, 2007, 01:37:50 AM
What to you guys think?
Are those "dots" their nipples?  ;D

Yes, well, they were meant to be, but I misplaced them;)
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

cyberkilla

Quote from: EgonOlsen on March 02, 2007, 06:06:51 PM
Quote from: cyberkilla on March 02, 2007, 05:57:53 PM
I am now working on the player selection plane that appears below a selected player:)
You may consider to shoot just one ray into the ground and let the collision listener return the polygon id of the hit polygon. With this, you can ask the PolygonManager for that polygon's normal and adjust the selection plane accordingly. Without doing anything else, there won't be a smooth transition between polygons with different normals of course. But maybe that's not a problem or you can add some interpolation to it. But it will save you from shooting multiple rays into the ground.

That is an infinitely more efficient method:). It will never be perfect.
The only way it would work optimally, is if there was a way to "project" the image onto the ground,
like a shadow.
This, however, probably means multitexturing, and would cause trouble, when software mode is used.
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

cyberkilla

Quote from: Hrolf on March 02, 2007, 06:18:14 PM
I was wondering about this (the highlight ring, not the nipples!) in Bloodridge. Currently it's a bit weird, especially on steps...
Any ideas how to work this one?

(speech bubbles look good BTW!)

Thank you!:)
Gimp is great for things like that.

By the way, I like the highlighted ring. I would be happy enough with what you have;).
http://futurerp.net - Text Based MMORPG
http://beta.rpwar.com - 3D Isometric MMORPG

EgonOlsen

Not only multitexturing but projective texturing. jPCT doesn't support it ATM. It could be doable in hardware (i'm not sure how well it would fit into the pipeline) but will be pretty hard in software and not worth the afford IMHO.
My solution to this "problem" would be: Ignore it. You are usually not looking so closely at selected characters that it really matters. Plus you'll share this problem with a lot of games out there... ;)

Hrolf

Quote from: cyberkilla on March 02, 2007, 06:29:34 PMBy the way, I like the highlighted ring. I would be happy enough with what you have;).
Mine doesn't even use normals - it's always in the XZ plane: looks crap on slopes...

Quote from: EgonOlsen on March 02, 2007, 06:30:35 PMMy solution to this "problem" would be: Ignore it.
Aww!
Quote from: EgonOlsen on March 02, 2007, 06:30:35 PMyou'll share this problem with a lot of games out there...
All the more reason to make ours better! Would it be possible to have a light with a shaped filter? (Like the batman symbol projected on the clouds) That'd be well cool!