Game test v0.01
Re: Game test v0.01
At R* they are waiting for my editor. 
If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
This is the progress in land maker.
New land system moore fast.
Now roads and other objects follow the bump terrain.
Now use screen filter FX, i like the result is very comic style.
The style now is all in the same way, scenary, environment and movies are in comic style.
Now im trying to divide roads in 'sectors' to improve speed.
Note:
Sorry about video quality, compress system is not very good with this effects.
You can see in the image the road start point is 'vertical' no detect ground heigh.
Fixed road edges, the start point no get the height. Now end point and start point are nailed into the ground.
Better ground detect to nail elements over the map.
Improve postfx, now the colors are better.

Can see the video in YT.
https://youtu.be/X2KTy1gYqd8
New land system moore fast.
Now roads and other objects follow the bump terrain.
Now use screen filter FX, i like the result is very comic style.
The style now is all in the same way, scenary, environment and movies are in comic style.
Now im trying to divide roads in 'sectors' to improve speed.
Note:
Sorry about video quality, compress system is not very good with this effects.
You can see in the image the road start point is 'vertical' no detect ground heigh.
Fixed road edges, the start point no get the height. Now end point and start point are nailed into the ground.
Better ground detect to nail elements over the map.
Improve postfx, now the colors are better.

Can see the video in YT.
https://youtu.be/X2KTy1gYqd8
If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
I was wondering about poles recently all by myself in my parallel universe, as you were making them. Are they static or flexible, perhaps they will become destructible? I remember moving cables impressed me a lot when Half Life 2 came out
I like the animation system, the sprite/overdraw version makes the people look a bit crazy & weird, which fits to the 90's like cyberpunk atmosphere. Can't wait for the next updates on your project. I'm curious if you will use quadtrees or other techniques for the large terrain handling. It seems there's a lack of water in that future but perhaps there's a holy/secret river, or a pond with an oasis hidden somewhere; most river beds will be either dry or the water too contaminated for drinking (guess).
Re: Game test v0.01
Hi benubi, every pole is an entity and the cable another, i think can be destructible and the cable curve can be adjusted in real time or with bones, but now are static other way to move with the wind can be a simple rotate like a pendule.
I have even come up with a mechanic of the game for some missions in which you must repair the cables, but you need buy the tools.
The trees are 3d object too low poly, the terrain is created with many meshes and edited in real time, the problem is the balance between vertex and visible parts of the terrain. Working in an I7gen10 work good but in a xeon x5 cant use the editor, but the final work more or less good.
Yeee im thinking to create rivers/cascades with the same technique of the roads, is hard but dream is free
Sure! water is poison in this game, dont drink from the secret lake. Here every body drink cool beers.
I don't know if the same thing happens to you, but when I start to imagine the things that can be put in a game, my mind goes away. Then reality hits me straight in the mouth and I end up content with some of the goals. But I always fantasize again. It's a loop or deja bu.
I think the important thing is the journey, not the destination. And on this trip I had a great time.
Thanks friends for the support!
I have even come up with a mechanic of the game for some missions in which you must repair the cables, but you need buy the tools.
The trees are 3d object too low poly, the terrain is created with many meshes and edited in real time, the problem is the balance between vertex and visible parts of the terrain. Working in an I7gen10 work good but in a xeon x5 cant use the editor, but the final work more or less good.
Yeee im thinking to create rivers/cascades with the same technique of the roads, is hard but dream is free
Sure! water is poison in this game, dont drink from the secret lake. Here every body drink cool beers.
I don't know if the same thing happens to you, but when I start to imagine the things that can be put in a game, my mind goes away. Then reality hits me straight in the mouth and I end up content with some of the goals. But I always fantasize again. It's a loop or deja bu.
I think the important thing is the journey, not the destination. And on this trip I had a great time.
Thanks friends for the support!
If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
Direct painting
Finally i got this new feature for terrains. Painting over texture. Is with 4 textures (ogre limit), 1 and 2 are mixed with grayscale of 4, 3 is the terrain elevation or cliffs. Now can paint direct over the terrain, this make more easy the design of the terrain.
The big problem arose when save the map, I was drawing directly on the textures and unfortunately PB does not have saveTexture, I know, it is not difficult, now that I have done it, but I almost left my life solving it. I made a procedure that converts textures to images. Although i will most likely save them directly to the same file as the map directly from the buffer.
benubi i did the hidden oasis for you
. Dont drink water!!
Sorry about video quality but the video compress create artifacts.
https://youtu.be/9YOIus1LNkY

Thanks friends for the support!
Finally i got this new feature for terrains. Painting over texture. Is with 4 textures (ogre limit), 1 and 2 are mixed with grayscale of 4, 3 is the terrain elevation or cliffs. Now can paint direct over the terrain, this make more easy the design of the terrain.
The big problem arose when save the map, I was drawing directly on the textures and unfortunately PB does not have saveTexture, I know, it is not difficult, now that I have done it, but I almost left my life solving it. I made a procedure that converts textures to images. Although i will most likely save them directly to the same file as the map directly from the buffer.
benubi i did the hidden oasis for you
Sorry about video quality but the video compress create artifacts.
https://youtu.be/9YOIus1LNkY

Thanks friends for the support!
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Re: Game test v0.01
Adding buildings, and water improved.

Thanks friends for the support!

Thanks friends for the support!
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-
threedslider
- Enthusiast

- Posts: 610
- Joined: Sat Feb 12, 2022 7:15 pm
Re: Game test v0.01
Nice work !
Re: Game test v0.01
Added trees, dry trees
I know trees are not really good, but at the end is not bad in the context and style.

https://tvcry.net/downloads/terraintree.mp4
Next in the list:
Bush and grass.
Rocks and stones.
Sky and clouds.
Special zones.
Spawn points.
Thanks friends for the support!
I know trees are not really good, but at the end is not bad in the context and style.

https://tvcry.net/downloads/terraintree.mp4
Next in the list:
Bush and grass.
Rocks and stones.
Sky and clouds.
Special zones.
Spawn points.
Thanks friends for the support!
If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
Great!
Will this be a future game?
Will this be a future game?
!i!i!i!i!i!i!i!i!i!
!i!i!i!i!i!i!
!i!i!i!
//// Informations ////
Portable LENOVO ideapad 110-17ACL 64 bits
Version de PB : 6.12LTS - 64 bits
Re: Game test v0.01
Yes SPH the idea is create a ROL game.
Hello again, new features are added.
Added clouds in the sky.
Added night/day cycle.

https://youtu.be/N2IXZenhF3Y
At the end of the video you can see a procedure to make your own clouds.
For this video the only diference is the material. I did another procedure for clouds with anothe material based in shader, work a little better but not too much.
Thanks friends for the support!
Hello again, new features are added.
Added clouds in the sky.
Added night/day cycle.

https://youtu.be/N2IXZenhF3Y
At the end of the video you can see a procedure to make your own clouds.
For this video the only diference is the material. I did another procedure for clouds with anothe material based in shader, work a little better but not too much.
Thanks friends for the support!
If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
Pretty neat like always. It's still an interesting journey where dreams become true, and life itself remains for ever mysterious.
I won't drink the water, I promise. I'll only take a probe with a straw, and to get there I'll take "my" Landmaster, of course
because I don't trust public transportation these days.
I won't drink the water, I promise. I'll only take a probe with a straw, and to get there I'll take "my" Landmaster, of course
Re: Game test v0.01
Hello benubi, thank you for your comments full of poetry. You would be a magnificent narrator for the story of the video game. Thank you from the bottom of my heart my friend.
I have improved the efficiency of the environment system. It now runs on an Atom X5 with 4Gb at 30/38fps in the editor. It works better in the game because it does not have the entire editor structure. I'm impressed that it runs on my toaster.
I have completely modified the tree system, now they are more realistic but low poly, every tree is diferent. Thank you Carm3D for your constructive criticism. Now are between 200/400 vertex every tree, depend of the number of branches.

Textures are improved too, now work better with comic fx.

I correct my previous post that I said Xeon X5, it is Atom X5. Oh the beers...
Thanks friends for the support!
I have improved the efficiency of the environment system. It now runs on an Atom X5 with 4Gb at 30/38fps in the editor. It works better in the game because it does not have the entire editor structure. I'm impressed that it runs on my toaster.
I have completely modified the tree system, now they are more realistic but low poly, every tree is diferent. Thank you Carm3D for your constructive criticism. Now are between 200/400 vertex every tree, depend of the number of branches.

Textures are improved too, now work better with comic fx.

I correct my previous post that I said Xeon X5, it is Atom X5. Oh the beers...
Thanks friends for the support!
If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
Good job. I like your work as always. Not really a big fan of the fullscreen shader, but can be good. (opinion based on the pics and vids.)
Re: Game test v0.01
I wanted to test if the dummy vehicle system I had made works well with the terrain.
The truth is that it worked very poorly, car falling into the void and other horrible things. I have had to modify the final ground mesh loading system for the collisions to work well.
Ogre is too short on its collision system with its internal eccentricities.
After a lot of trial and error with the damn mesh and hundreds of combinations in the terrain and wheel settings of the vehicle, it worked.
I've finally gotten it to work pretty well. We have a car! Vrooom!
https://youtu.be/71nTJ7N6WyQ

The truth is that it worked very poorly, car falling into the void and other horrible things. I have had to modify the final ground mesh loading system for the collisions to work well.
Ogre is too short on its collision system with its internal eccentricities.
After a lot of trial and error with the damn mesh and hundreds of combinations in the terrain and wheel settings of the vehicle, it worked.
I've finally gotten it to work pretty well. We have a car! Vrooom!
https://youtu.be/71nTJ7N6WyQ

If translation=Error: reply="Sorry, Im Spanish": Endif
Re: Game test v0.01
I love it! How did you get physics working? Did you import the Bullet library?
