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My game ideas
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stressless
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Joined: 05 Jul 2008
Posts: 288
Location: Netherlands, The

PostPosted: Sun Nov 28, 2010 6:59 pm    Post subject: Reply with quote

yup. very nice caves. It has been a long time i used DeleD 3D.
But screens like that remember me of the old days. Might be trying deled again.
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sun Jan 09, 2011 6:43 pm    Post subject: Happy New Year Reply with quote

I want you to have a look what is holding me away of the winter-compo.

http://www.harpersoft.de/Meynis/deled/Draco3.wmv

Thinking about the texturing makes me shiver....
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Fri Jan 28, 2011 5:37 pm    Post subject: The End of this thread Reply with quote

Hello dear community,

This will be my last post in this thread. From my first post in the middle of 2009
you all made me progress and take a lot of hurdles, making me optimistic to make
my ideas visibly.
The discontinued availability of "Freeworld3d" was the first struggle. But working
with DeleD was such fun, that i continued developing my world "Meynis".
Next i searched a new world-editor and decided Torque3D to be it.
And promptly there was the trouble again: Torque/Garage Games closed down.
Between the years i modelled a little bit with Deled, awaiting the future of Torque.
And it has it's comeback - and i began to build Meynis on Torque - again.
But: As i had imported the first set of models in that engine (looking at them
in fullscreen at 1600px) they look too simple, flat and ugly.
Next i made some normalmap-textures to tune up the look, but i realized, that every
model that was looking good enough in DeleD, must be refined to be shown in a
real 3D-game-engine like Torque etc.
With this in mind, and the trouble to import my heightmap as 16-bit-grayscale
(what is no familiar file-format for most graphic programs) i have to remake
the heightmap; what brings me to re-design the complete city: There was some issues
in city-layout i don't like. It has evolved two years long, and i made a lot of compromises.
So - it's time to do it new.
So this is state of my project: New engine, new heightmap, new models and textures.
The only stable is the will of making it "visible" or better "visitatable".

Don't expect too much news from me in the next months. I could not show any new things,
until i transferred all "old" stuff to the new generation.

To put all things together, i will have to learn all the rest of game-making;
Any support will be welcome, but i think most of my time i will be in Torque-forum etc.

If i get some showable results, i will open a new thread here.


Last edited by harper on Sat Jan 29, 2011 6:38 pm; edited 1 time in total
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Jeroen
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Joined: 07 Aug 2004
Posts: 5325
Location: The Netherlands

PostPosted: Sat Jan 29, 2011 8:22 am    Post subject: Reply with quote

Hey Harper,

I've always enjoyed your work very, very much indeed. The movies you've made really show an exceptional level of professionalism so I do hope you'll find a way to continue your work.

I'm glad DeleD has helped you to create Meynis and I hope it will continue to do so in the future. Also, I hope Torque will do the same for you. Please keep us posted about your progress here and goodluck to you!! Smile

Cheers,
Jeroen
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sun Feb 13, 2011 6:56 pm    Post subject: Torque semms to be it Reply with quote

I hope, my 100 bucks are invested well. Up to now anything goes:

Looks like good old Meynheim, but seeing it at 1600x900 made some (fine-)tuning necessarily:
So i have to overhaul really most of my models. But i'm on a good way...
Maybe i can achieve a "walkthrough" for you sometimes!
Here's a full-screeny:
http://harpersoft.de/Meynis/Torque/Torque2.jpg
See ya in Meynis, i hope!!!
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granada
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Joined: 07 Aug 2004
Posts: 1951
Location: England

PostPosted: Sun Feb 13, 2011 8:01 pm    Post subject: Reply with quote

Nice to see your getting everything sorted,i always look forward to seing your work.

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

PostPosted: Mon Feb 14, 2011 3:42 am    Post subject: Reply with quote

That's looking really good. Investing $100 in torque3d is a steal. It''ll be nice to walk thru it.
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Jeroen
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PostPosted: Mon Feb 14, 2011 8:15 am    Post subject: Reply with quote

Awesome picture there, harper. Very Happy I really hope Torque helps you out and that you're going to show us your progress here. Smile
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Sun Feb 20, 2011 7:36 pm    Post subject: Reply with quote

Yess!
Torque is my new home. Re-buildig Meynheim will take a while, but to show you my efforts,
i can offer you a remake of a part of my mine-scenario. Sorry that Windows Movie-Maker
reduces the contrast so, that the scene is not half as dramatic as it's originally.
But her's something to enjoy:

www.harpersoft.de/Meynis/Torque/Mine_T1.wmv

Second part will come soon.
And my buddy will add a new musical score; can't await to upload the filmlet upgraded it with his music.
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granada
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Joined: 07 Aug 2004
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Location: England

PostPosted: Sun Feb 20, 2011 10:00 pm    Post subject: Reply with quote

Cool, some background music would ad to the scene Very Happy .

dave
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AWM Mars
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Joined: 06 Jan 2010
Posts: 1193
Location: Wilts England

PostPosted: Mon Feb 21, 2011 11:37 am    Post subject: Reply with quote

Hi Harper.... I took the liberty of downloading your movie trailer, adding some embellishments such as music. I've hosted it on my streaming media server, so it can be enjoyed over the Internet as a progressive download. You will need the QuickTime plug-in installed on your system (most already have), as I've re-rendered it into mov format, my favourite.
Although I do not have the original media footage, the re-rendering process did quite well, along with adjusting the contrast centres and adding an unsharp mask, seemed to recreate the original look/feel I believe you wanted.

Enjoy.

EDIT: Link Removed by AWM
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Last edited by AWM Mars on Mon Feb 21, 2011 1:23 pm; edited 1 time in total
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Mon Feb 21, 2011 12:05 pm    Post subject: Reply with quote

Hi AWM,
sorry but i have to ask you to undo it. Please wait until the "original" music is ready; and up to then i will get better contrast etc.
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Fri Mar 11, 2011 11:12 am    Post subject: Reply with quote

Good news: I made another step forward. See here:

http://www.harpersoft.de/Meynis/Torque/Turbine.wmv

Excuse the "vanishing" creek. I'm working on this...
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chronozphere
DeleD PRO user


Joined: 20 Jun 2006
Posts: 1010
Location: Netherlands

PostPosted: Fri Mar 11, 2011 5:28 pm    Post subject: Reply with quote

Wow that must've been quite alot of work. Allthough it looks slightly chunky, I really like the way you animated the walking character. Nice work! Smile
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harper
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Joined: 19 Jul 2007
Posts: 283
Location: Hamburg, Germany

PostPosted: Fri Mar 11, 2011 5:40 pm    Post subject: Reply with quote

The character is from the demo, not mine. All i did is to remove his weapon.
He is wearing a gigantic rocket-launcher, what is not really fitting in my world.
Now i am looking for using my own char, but that will take some time.
To create an animated char and getting it in the game i think is the most sophisticated job in making a 3D-game.
So i use this "unweaponed gideon" as long i get something better.
"MY" animation is only the spinning water-wheel!
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