The Forgotten Sword

A forum where you can announce your awesome project(s).

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JoostinOnline
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Post by JoostinOnline »

I love the oil drum in the center ;)
Are you all about polution or something? :P
Toaster
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Post by Toaster »

No.. lol It was just a model I had that I through in.. :P
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Rewrite 3D Level Editor - 55% done!!
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benryves
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Post by benryves »

Ah, bloom, this century's answer to lens flare. ;)

Looks good!
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Post by Toaster »

Yeah I guess it is. Each level can have its own bloom/blur filter so that you can customize each level the way you want. In case in one level you want a high bloom effect and in another you want barely any.

I've been thinking a bit on how I am going to do the AI and I think I've come up with a rather easy but effective way to do so.

* Player Seen
Which triggers:
* Start Shooting
* Work with team

*Player shoots back
Which Triggers:
*AI looking for cover.

I've also thought up of a way to do sound detection. I'll have a sphere thats alpha is set to the lowest so it is invisible and when you make a noise it grows from where you made that noise out. As it grows bigger it gets less powerful and so eventually it dissipates. When it hits an enemy then that triggers an alert state of mind for the AI and they head towards the noise.

Thats just some things I've been thinking about since it will be need later on.

-Toaster
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Rewrite 3D Level Editor - 55% done!!
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King Harold
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Post by King Harold »

Why do you need to set its alpha value? (do you draw it at all? you only need it for collision detection right?)

(just wondering, I'm not exactly a 3D expert)
Toaster
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Post by Toaster »

I set the alpha value to 0 so it is invisible you have to draw it so that you can test the collisions.
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King Harold
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Post by King Harold »

Ok, I guess that's DX7's fault then? I never draw my collision-testing shapes unless I want to debug them..
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Post by Toaster »

Actually I might be able to not draw it I've never actually tested collisions with a entity that isn't drawn. Maybe it will work. :) If you think about it though its just 20+- vertices. It might added up in the long run...
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Rewrite 3D Level Editor - 55% done!!
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Post by Toaster »

New screenshot I added depth of field or DOF for short for underneath the water. In case you dont know what it does I'll give you a quick overview... It blurs out any object that is so far away from the camera. When you get closer it becomes clearer. Really neat effect perfect for under the water. ;D

Image

-Toaster
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Rewrite 3D Level Editor - 55% done!!
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Super Speler
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Post by Super Speler »

That looks great :) (I assume the borders of the items are shifting)
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Post by Toaster »

Yeah they are..

Here's a video of the map were working on.
http://emancipal.co.nr/gallery.php

-Toaster
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Rewrite 3D Level Editor - 55% done!!
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Super Speler
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Post by Super Speler »

That looks amazing.
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NanoWar
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Post by NanoWar »

Ok, cool. But what about trees and other vegetation?
Revolution Software
Toaster
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Post by Toaster »

Thanks you guys! We are taking it one step at a time. Trees are being made right now by my modelers... :D
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Rewrite 3D Level Editor - 55% done!!
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Halifax
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Post by Halifax »

Haha, use SpeedTree!

EDIT:

I watched the WIP Map video. What algorithm are you using for LOD, can you dynamically set it? Because it is popping like crazy. It appears you are using the same is Irrlicht, something like flat/soft curve un-subdivide type algorithm.
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