AdamStrange

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Viewing 15 posts - 181 through 195 (of 648 total)
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  • in reply to: alSourcefv help wanted #10033

    AdamStrange
    Participant

    Brilliant – thanks, the angles[0] was what I needed 😉

    in reply to: RogueTable new pics and details2 #9965

    AdamStrange
    Participant

    Sound finished. and the Nomicron has opened…

    in reply to: RogueTable new pics and details2 #9957

    AdamStrange
    Participant

    thanks guys. working on some basic sound now

    in reply to: [REQUEST] Add 'With…End With' Statement in Monkey2 language #9902

    AdamStrange
    Participant

    mmm, good concept.

    Really bad code example though.

    This is a much better example of using that class concept:

     

    You don’t need to use ‘with’

    Just initialise with new and use add. there is no need to have functions cluttering up everything…

    in reply to: RogueTable new pics and details #9862

    AdamStrange
    Participant

    Latest animated pic:

    this shows the basic transition from tiles to battle.

    In essence when you encounter a monster, the current tiles move away and the battle arena drops into place. The lighting dims, and color is boosted. giving a very different feel when in battle.

    you get a new battle deck of card to play with. you pick a card the enemy picks a card, the results are compared and the looser loses a heart. this continues until all hearts are lost and one is declared the winner.

     

    The reason the mouse is moving is I have tied the mouse to the battle transition system, for testing. The fps is also solid at 60fps. the capture system impacts the fps when recording

    in reply to: RogueTable 3d animation #9852

    AdamStrange
    Participant

    I had to do a quick check on High Sierra (MacOs 10.13). yep (sorta). High Sierra will be the last MacOS to support 32 bit, so we have a year until the next version to move to 64bit apps. Any apps submitted MUST be 64bit.

    Yep I thought about attempting a NG port. but to be honest blitz is just too old a language to recommend now. Monkey2 does things much better (in my humble opinion). But I would really like to port over my audio work into monkey at some stage.

    The Rameses 3d output only goes dark when textures are applied, so I can work around that easily as I know what is going on with them. it works perfectly otherwise with a nice 3d output.

    The light/shadow system is a fudge, it’s side stepping the normal way of doing things for a ‘look’, it’s not correct or anything. but it does the job for what I am doing here.

    But yep. A new version of Rameses written in monkey2 would be the best solution. that way I can just use the Rameses3d renderer and use the controls I already have…

    in reply to: RogueTable new pics and details #9837

    AdamStrange
    Participant

    This is a project that will be finished!

    But some great points there 😉

    in reply to: RogueTable 3d animation #9833

    AdamStrange
    Participant

    Rameses is the 3d modeller I made a while back. it needs to be updated and rewritten as its blitxMax and 3d bit and will stop working soon.

    Ramese3d is the monkey2 3d system that imports the rameses models and handles all the shaders etc.

    The shaders just handles different looks. They are mainly to do with the way textures are applied. there is only 1 “texture” being used, plus one light texture and one light/shadow textexture.

    The texturing is something I developed my self and is ‘quirky’ but very flexible

    Here’s a shot of the floor tiles in rameses with the texturing

    You can see the single texture on the left its a 16×16 grid of ‘characters’ This is what I call a font. you can also see that there is provision for multi-texturing of 2 different chars, This is correct not supported as I haven’t written a new shader for it. You can also see the 3d view is not right – this is because the modeller is just getting too old now and need updating to monkey2.

    Looking at the left texture you can see how it is broken down, some parts use more than one ‘char’. most are greyscale as they are coloured either in the 3d model or when the model is used – this is a very different approach to Mojo3d. But it means from a single model I can use it numerous times with different colours and get completely different looks.

    in reply to: RogueTable new pics and details #9816

    AdamStrange
    Participant

    here’s the lighting system operational

    in reply to: RogueTable new pics and details #9813

    AdamStrange
    Participant

    There are 8 custom shaders being used. Each one handling variations.

    I’ve been working on the timeline system and just added triggering so it is possible to nest and do all sorts of weird stuff with it. Usually I had to program ‘modes’ to handle different states, but currently there is one state with timelines being triggered when needed.

    My only disappointment was not being able to use Mojo3d and having to use a custom 3d solution instead.

    in reply to: RogueTable new pics and details #9810

    AdamStrange
    Participant

    lol. thanks

    in reply to: RogueTable timelines (WIP) #9731

    AdamStrange
    Participant

    it’s completely abstracted. How you use it would be up to you as it returns a float, you could use the float for anything.

    Lets assume you have an object that moves from A to B and you know the time it takes to get from A to B. you could have a function to return the mix of AB given a float. a RAMPUP line would give you a transition from A to B, a RAMPDOWN form B to A. RAMPUPDOWN would go from A to B and back to A…

    in reply to: RogueTable 3d animation #9720

    AdamStrange
    Participant

    It’s modelled in Rameses.

    The animation is just a simple monkey2 program, but using the Rameses 3d renderer (nothing to do with Mojo3d)

    Here’s a quick shot with particle system, lighting, shadows and fluid shader

    You can see the light moving in the second half casting new shadows

    The fluid and both particle torches are also casting dynamic light. I’ve sort of decided that 50 lights should be enough per scene (each casting shadows) without slowing things down

    in reply to: RogueTable 3d animation #9718

    AdamStrange
    Participant

    Just been augmenting the shaders. now I’ve got control over final output color and mono (goes to black and white)

    Here’s a shot with full mono and using RGB .5,.5,1

    in reply to: RogueTable #9632

    AdamStrange
    Participant

    And now…. with dynamic light and shadows plus cubemap in the background

Viewing 15 posts - 181 through 195 (of 648 total)