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Fan Creations - General The place for the creative LBA fans.

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  #1  
Old 2009-03-25, 19:55
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LBA Advanced Engine

Hey guys!

Someone suggested I make a post relating to my LBA Advanced Engine experiments for those who have not seen the "3D Version" yet. Imagine experiencing all of LBA1 like this.

So here you go, the clip I am most proud of! http://www.youtube.com/watch?v=Zjsj-oZdYAM

It was a very cool experiment to do, and I think it worked out awesome. Still toying with the concept though.

Laterz.
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  #2  
Old 2009-03-25, 20:09
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That's pretty awesome.
Thumbs up.
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Spoiler:
Code:
#include "stdafx.h"
#include <iostream>
 
using namespace std;
 
int main()
{
  cout<<"Regards,\nDino-Fly\n";
 cin.get();
}
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  #3  
Old 2009-03-25, 20:27
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This is truly amazing! :O

Good job!!!!!
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  #4  
Old 2009-03-25, 20:52
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Yes, this was utterly stunning.
Really amazing that its all original assets.
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  #5  
Old 2009-03-25, 21:54
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Great stuff. Just pressed the "HD" button on that clip too. Sweet.
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  #6  
Old 2009-03-26, 12:43
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Very nice !
Are you planning to add some shadows ?
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  #7  
Old 2009-03-26, 15:46
The_Heir The_Heir is offline
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WOW! That looked.. awesome! cool keep it UP! RIGHT UP! XD
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  #8  
Old 2009-03-26, 23:27
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Took you long enough

You guys need to see this in HD. That's the only way to do it justice.
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  #9  
Old 2009-03-27, 15:37
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Thanks guys, I appreciate the comments.

I think this could really turn into something awesome, but we'll see.

@david: Yeah, shadows will probably feature! Both precalculated and realtime.
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  #10  
Old 2009-03-27, 15:41
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My graphics card can't handle HD smoothly.

Anyhow, I really think this looks promising! It looks more clearer that the LBA modding community has a bright future ahead, despite that over 15 years have passed since the first game came out.
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  #11  
Old 2009-03-27, 15:56
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Most even quite old graphic cards can handel 720p ok, its more down to geometry and such.
I think if this is still, basicaly, 2D, then even quite modest setups should do ok.

Of course, if your talking about 1080p, then your moniter is probably disprepotionately much better then your PC :P
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  #12  
Old 2009-03-27, 15:59
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let's hope this one will be finished!
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  #13  
Old 2009-03-27, 17:04
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will you upload some binaries ? I could test your app on various computers
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  #14  
Old 2009-03-27, 22:11
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I already saw this earlier and wondered why it's not posted at the MBN.
It's really great and amazing.
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  #15  
Old 2009-03-28, 04:12
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what format are the models in?

that is just unbelievable. well done!
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  #16  
Old 2009-03-28, 09:54
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Thats the amazing thing, they arnt models :P
They are 2D assets straight from the game.
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  #17  
Old 2009-03-28, 11:12
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wow wow wow wow WAITT !!! Are those 2d Sprites in 3d space ???? man, r u kidding me, I'll freaking kill u that's SOOO AWESOME !!!!!
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  #18  
Old 2009-03-28, 13:42
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Quote:
Originally Posted by Darkflame View Post
Thats the amazing thing, they arnt models :P
They are 2D assets straight from the game.
you're bullshitting... no.. they can't be!

that's impossible! wow
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  #19  
Old 2009-03-28, 16:42
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Yup, this is all 2d artwork from the original game, being read straight from the HQRs. I made no art content.

The best way to describe it is with what Quetch said... "2d Sprites in 3d space".

@David: I'll see if I can dig some binaries out.

@Sebz: I guess i've answered your question. ;p
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  #20  
Old 2009-03-29, 08:41
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but.. how?!?!
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  #21  
Old 2009-03-29, 09:45
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SebZ - I assume you've already understand that you can't "rotate" and look behind objects. The approach is that you always look from the same angle as you did in the game.

Correct me if I'm wrong RobG (or anybody else), but you see the brick in "the middle" as nearly untouched, while the bricks on the side of the screen get resized to get the 3D effect.
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  #22  
Old 2009-03-29, 11:07
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but what I don't understand is how come the perspective doesn't get screwed once u start moving in the scene. Yes, it's an isometric 45" perspective but it's just an immitation of the original one cause one can't have REAL 3D isometry. Depth alters side angles as u start moving around a particular object, but I see this doesn't happen in ur movie. It looks perfectly 3Dish ... how ?
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  #23  
Old 2009-03-29, 11:36
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are you serius? man that looks so real 3D :O
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  #24  
Old 2009-03-29, 11:48
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lol, of course you can't rotate and look behind objects .

erm... now how do I explain this for you ...

Making that possible would be as difficult as for the goal keeper to run with the football to the other side and goal all by himself
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  #25  
Old 2009-03-29, 12:47
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Ok! First of all, the camera can be placed anywhere. Of course, it will look terrible if you place the camera from the opposite direction where you can see from behind, because the LBA sprites were designed to be seen from only one angle.

This technique creates a bunch of boxes in 3D that represent each tile from the LBA grid file. These boxes are placed in 3D by using the co-ords of the original tile, (eg X, Y, Z). This gives us a 3D map of boxes that the camera can freely move around and view from any angle. Then we just "paint" each sprite onto its box and the sprite kinda "wraps" around the box.

And there we go, just lots of 3D boxes with sprites being projected onto them. This allows us to have a full 3D world, so we can place lights and all sorts of things.

Quote:
Originally Posted by Quetch View Post
Depth alters side angles as u start moving around a particular object, but I see this doesn't happen in ur movie. It looks perfectly 3Dish ... how ?
Unfortunately, it isn't perfect. However, the LBA tiles that are very box like or flat on top (or the sides) -like the walls/floors etc, work 100% perfectly with this method, and you can actually rotate the camera around them way more than you can see in the video. The major problem I am having is with the stair tiles, they just don't work in this method very well at all.
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