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My game ideas
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Jeroen
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Joined: 07 Aug 2004
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Location: The Netherlands

PostPosted: Sun Jul 12, 2009 8:31 am    Post subject: Reply with quote

harper wrote:
Sorry, but there will be no animations. I use no engine, you see things made with DeleD and a 40-dollar-terrain-modelling-software named Freeworld 2.0. But there will be persons, animals, and indoor-scenes. I am currently working on bodies/clothes.


Remember, trees blowing in the wind, opening doors and things like that are easily done in DeleD. The problem is getting those animations to play using some engine.

But... now I'm a bit confused. What software did you use to walk around in the scene? And doesn't it allow for animations?
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Mr.Fletcher
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Joined: 07 Aug 2004
Posts: 1772
Location: Germany

PostPosted: Sun Jul 12, 2009 9:10 am    Post subject: Reply with quote

harper wrote:

So tell me, where you wanna go - and next time i take my camera to that place, no problem.

I would have liked to see the water for a couple of seconds, walking onto the yard or into the building at 0:50 to your right side, you didn't even look there. Also, an overview of the town would be nice (on top of that mountain or stonehenge thing maybe)

//edit
there's some kind of texture bug at 1:45 on the canopy (?) of the left stand of the market
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chronozphere
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Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Sun Jul 12, 2009 10:17 am    Post subject: Reply with quote

The vid is superb. And so is that face model Smile

You've got talent man! Very Happy
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sun Jul 12, 2009 3:21 pm    Post subject: Reply with quote

To Jeroen:
The walktrough is made in Freeworld's fullscreen-mode simply maneuvering by keyboard and mouse-control, and "filmed" with Fraps.

To Mr.Fletcher:
The water is not so imressive. It's made by this buggy, half-baked Freeworld. There is no tranparency, although there is a parameter for this.
So the water is still a rippled 100%-mirroring plane. Here is a still of that:

Through the house on the right at 50:00 you go to the barely finished city-hall. Hope you will see more of this section soon.
The canopies: Yes, i have to decide, if i use 1- or 2-sided polys on trees and other "thin" objects. Because the trees are much trickier to do, i will rearrange the market-tents with 1-sided's and turn "backface-culling" off.
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harper
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Joined: 19 Jul 2007
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Location: Hamburg, Germany

PostPosted: Fri Jul 17, 2009 7:12 pm    Post subject: Human Models Reply with quote

I just encountered another problem:
There is a part on the human body, wanting not to be digitized by lo-poly-models: the ear. For all those characters, who doesn't have fully hair covered sculls, you have to create ears. Ears are heavy. You could spend them as much poly's as the entire head or even the body, but they have much concave surfaces, confusing the lightmapper Crying or Very sad
So i must decide - living with this:




or spend more poly's to get it looking real ? Is there a solution? I have to make a dozen of ears for all those char's i want to show. And before this is done, i dont can go on working out clothes/bodys for them.
Anyway - anyone knows a good source of free clothing textures ?
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Jeroen
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PostPosted: Fri Jul 17, 2009 8:09 pm    Post subject: Reply with quote

I wouldn't spend more polys on something that doesn't draw that much attention anyway. Most people wouldn't know the difference between a lowpoly ear and one with more polygons, I think.

My 2 cents.
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Mr.Fletcher
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PostPosted: Fri Jul 17, 2009 9:22 pm    Post subject: Reply with quote

Yeah keep it that way, it's good as it is
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Starnick
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Joined: 28 Jul 2007
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PostPosted: Fri Jul 17, 2009 10:16 pm    Post subject: Reply with quote

Jeroen wrote:
I wouldn't spend more polys on something that doesn't draw that much attention anyway. Most people wouldn't know the difference between a lowpoly ear and one with more polygons, I think.

My 2 cents.


Unless of course the ears make up a huge part of the head, like some giant mutant jack rabbit.... Very Happy
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zarfius
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Joined: 06 Nov 2008
Posts: 7

PostPosted: Thu Sep 24, 2009 4:43 am    Post subject: Reply with quote

Very impressive modelling Smile

I use Ogre mesh files exported from DeleD in my own project. If your interested I can probably load up your models into my engine as a test.

There are a number of issues to deal with when loading an entire interactive scene into a game engine tho. Esspecially if you want some of your models to have "physics" and others to be "animated" and others "static".

Also, loading the entire thing as a single mesh is likely to be too many triangles to have an acceptable frame rate.

So, there's a fair bit of work involved in turning what you have into an actual game but I'd like to discuss in more detail what tools we could use to achieve such a thing. Perhaps even make some improvements to DeleD in the process Smile
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chronozphere
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Joined: 20 Jun 2006
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Location: Netherlands

PostPosted: Thu Sep 24, 2009 6:52 am    Post subject: Reply with quote

Wow.. looking awesome. Allthough it doesn't have transparency, I still like the water-effect. Very Happy
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harper
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Location: Hamburg, Germany

PostPosted: Mon Oct 05, 2009 5:57 pm    Post subject: Ogre engine Reply with quote

To Zarfius:
Sent you a PM. Sure i'm interested in testing my models in an engine. So tell me how you want some of my meshes and the terrain. Let's try !
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harper
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Joined: 19 Jul 2007
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Location: Hamburg, Germany

PostPosted: Fri Oct 09, 2009 5:54 pm    Post subject: new "interna" Reply with quote

Hi folks!

After all your positive response, i show you a new look into my little world. Now you can enter buildings!
Here, at the market, i show you some pix entering a house.
This is a picture made with freeworld, like all "outside" views.


Entering a house by opening the door, changes the point-of-view:
Inside houses you will see the scenes by first-person-look. This is necessary, while third-person-view
needs much more space than a single house is providing.
Now i made the door "true-3D", and "opened" it.


The next one ist a true screeenshot made by DeleD, even you see some of the city of Meynhein outside.
Some details are still missing - this will be the trading shop for herbs etc.


Making natural items like herbs for this shop is tricky. So i add another more technical thing to the scene:

But the herbs will come...
And the seller; you will see NPC's when they're ready to be shown...

DeleD is great ! Keep on developing !
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granada
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Joined: 07 Aug 2004
Posts: 1955
Location: England

PostPosted: Fri Oct 09, 2009 6:05 pm    Post subject: Reply with quote

Very well done,this is looking realy cool Very Happy .

Dave
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trucker2000
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Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Fri Oct 09, 2009 10:34 pm    Post subject: Reply with quote

granada wrote:
Very well done,this is looking realy cool Very Happy .

Dave

I agree. Great job there.
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Jeroen
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PostPosted: Sat Oct 10, 2009 9:11 am    Post subject: Reply with quote

Excellent job indeed! I like the atmosphere here.

A little positive feedback: it might be nice to add a little more detail to the textures. The inside of house looks too clean, especially for a herbs reseller. Wink
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