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 Post subject: Re: MLE Tech Demo :)
PostPosted: Sat Mar 12, 2011 10:24 pm 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
David Williams wrote:
Very nice, what approach did you use?


Just perlin noise to texture (animated with time passing) and render it to a plane above the head. Simple but nice for a start.

here:
http://www.riemers.net/eng/Tutorials/XN ... _noise.php

I need to find something to do about the horizon though:
Image

looks weird when clouds just stop.


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Sun Mar 13, 2011 12:33 am 

Joined: Tue Mar 08, 2011 3:57 am
Posts: 46
Well that's a simple fix - distance fog.


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Wed Mar 16, 2011 2:39 pm 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
Some progress with Voxels Editor :)
Image
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 Post subject: Re: MLE Tech Demo :)
PostPosted: Wed Mar 16, 2011 6:57 pm 
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Joined: Sun May 04, 2008 6:35 pm
Posts: 1827
Looks like you're making some good progress. In case you haven't seen it, you might want to take a look at this thread: PolyVox as Terrain builder. There'll probably be some useful information in there for you.


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Wed Mar 16, 2011 9:49 pm 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
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 Post subject: Re: MLE Tech Demo :)
PostPosted: Thu Mar 17, 2011 1:05 am 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
Ok, it is time for me to get to sleep.

I decided to upload a demo of the editor I made today, finally had time to work on it but it is far from over, consider it as a prototype.

I must say, the voxel boxes brush needs to be improved a lot, plus I need to add alpha transperacy to the box indicator. Among tons of other improvements.

Have fun, feedback would be great. Oh and the boxes might cause a crash, I fixed it with spheres but the boxes are in the actual library code (discussed with David in another thread) and I couldn't bother to recompile it.

http://www.twilightempires.com/downloads/MLE.rar

In case of missing DLLs:
DirectX - http://www.microsoft.com/downloads/en/d ... laylang=en
Other (VCOMP100.DLL, etc) - http://www.microsoft.com/downloads/en/d ... bf0912db84


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Thu Mar 17, 2011 8:24 am 

Joined: Sat Sep 18, 2010 9:45 pm
Posts: 189
Cool I checked out your demo. I like to report a bug: while I was messing around I hit alt key and then I kept on walking backwards.

Suggestion: I think it would be cool if you implemented some sort of grid box system as another editor layer (tool?). This way, you can easily build cubic based structures alongside the normal brush. Although I'm not sure whether this will work or not. I just think it would be neat to build boxy style buildings in this Marching Cubes environment. (Or maybe not. I've been working too much in my own game where it's alllllll cubes.... )

Awesome...


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Thu Mar 17, 2011 8:47 am 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
Thank you :)

This is a known bug, it's easy to fix I just never bothered to :) It is happening due to incorrect velocity vector with the input.

Like you can press S to start game, then the GUI will swallow the key press S but the controller will swallow the keyUp S and make z -= 1;

Not sure why I designed it this way. It is just a temp camera anyway done fast.

I actually just finished a new box brush, if you want to try here is the link:
http://www.twilightempires.com/downloads/Gameplay%20Project.exe

Here are some instructions:
Press box brush (duh)
Press anywhere.
Move mouse to choose size (xz)
Press to set
Move mouse to choose Y size
Press to set

Now you can press control to move the box XZ.
Mouse wheel to move the box Y.

Left mouse click will create the box.
Right mouse click will set you back to stage 1 and have you create a new box.
Middle mouse click (mouse wheel press) will create the box with density 0 (subtract box from the world)

P.S. with sphere brush too you can right click to remove instead of setting density.

Also if anyone is didn't notice (had someone ask on MSN), camera rotation is done with shfit held ;)


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Thu Mar 17, 2011 1:36 pm 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
Ok, I fixed the camera lock. It is all about motivation ;)

Exe updated, rar also updated.. or will be within 6-7 minutes from when I posted.


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Thu Mar 17, 2011 3:23 pm 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
Added Texture Atlas! This is still a tiny bit buggy, disabled most filtering and mip mapping for it for now.
Image

Try to ignore the texture atlas bleeding (unless you can tell me how to fix it ;)):
Image
Image

David, Matt - this is so cool, thank you! :)


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