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Little Script Adventure An open-source 3D engine with assets and tools for all future LBA fan-games.

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  #326  
Old 2009-09-02, 18:21
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Jasiek Jasiek is offline
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I'm not doing the palm trees, I don't think they fit this map.
And yeah, posters, the pharmacy sign, and I'm planning some more stuff to spice it up.


I guess once this is finished I'll move on to the citadel, or the sewers.
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  #327  
Old 2009-09-02, 18:25
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Quote:
Originally Posted by Jasiek View Post
I'm not doing the palm trees, I don't think they fit this map.
Why ?
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  #328  
Old 2009-09-02, 18:35
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Palm trees growing with moderate climate tree's? Just because there's a sea and shoreline doesn't mean there should be tropical plants....

Palm trees would fit on the White Leaf Desert. But not here.
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  #329  
Old 2009-09-02, 18:49
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I might say something stupid but ...
Adeline Software is french right ?
In france all south coast have both trees and palmtrees ....
That's why it never surprised me ........
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  #330  
Old 2009-09-02, 19:07
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Yeah, but there's different light and LBA1 always looked like a cold/ moderate climate becase of the palette choice.

Anyway, I fiddled with palm trees for four years of making the remake, and they just don't cut it.
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  #331  
Old 2009-09-02, 21:28
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I like how this is progressing!
The only thing that is bugging me is the street. It looks off, and it looks depressing. I can't put my finger on it.
Somehow this looks like an upgraded LBA, with newer, sharper and fresher graphics. Except for the street which I find rather dull and old-ish.

Maybe something like this? It's a worthless photoshop, though.


ps: I took it in to extremities on purpose.
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  #332  
Old 2009-09-02, 22:06
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The streets too harsh to the eyes, imo.
Darker/subtler might work better.
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  #333  
Old 2009-09-02, 22:46
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I can upload the texture here if you guys want to fiddle with it.
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  #334  
Old 2009-09-02, 23:20
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Oh yes, please!
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  #335  
Old 2009-09-03, 00:03
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this texture ? lol I had blender open so I do the job !
Attached Thumbnails
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Size:	35.3 KB
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  #336  
Old 2009-09-03, 02:25
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The last LSA map.txt here - Find and replace original file to see last Jasiek scene in game engine

Jasiek : it took me a while to adapt your map to my engine. Could you consider making modification starting from this version I upload here ? I scaled scene 10 times so that one brick width = 1 unit. Also I renamed all the stuff and resized some texture. Thanks !
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  #337  
Old 2009-09-03, 02:44
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Which textures did you have to resize? I thought they where all in a 128x126/256x256/512x512 format. I know the grass sprite was rectangular instead of being square.


EDIT:

Man, your Blender layout is a mess!! . There's no flowers texture in the blender file you uploaded, I'm sure I packed it.


EDIT2:

It's weird you had to resize the map, because as I look at the blender file you uploaded and my map, the scale looks exactly the same.

EDIT3:
I think your approach to tree collision is wrong, you should make the corona passable, and only the trunk an obstacle. Or at least let him pass through a little bit of the tree. There's no reason why leaves should be equivalent to a wall. Also, one of the trees near the telepod has the non-walking zone stretched waaay over the sidewalk.

Following LBA1 in every respect is not necessarily a good thing. I think you have to remember that some things where just forced by software limitations, and not real choices.

EDIT4:
When I try to execute your export script I get an error in this line:
print ' writing texture ',image.name,'size=',image.getSize()[0],'x',image.getSize()[1]
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Last edited by Jasiek; 2009-09-03 at 03:16.
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  #338  
Old 2009-09-03, 10:45
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ooops !
forgot to pack some textures here ....
Try it now (I updated the file see link above). the script crashed because it couldn't read texture information of missing textures. It should work fine now.
I remember there was a 63x63 texture and also a 200x200 texture. It's ok if they are rectangular, as long as both width and height are power of 2
I don't understand why we don't have same scale. When I open your map it's 6.4x6.4 big instead of 64x64. I use blender 2.48a on XP
now you got the script working, you can adjust walls
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  #339  
Old 2009-09-03, 14:19
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I'm still getting the same error when trying to execute the script.
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  #340  
Old 2009-09-03, 14:36
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Here is your old map with very last version of blender (and python ....). It's still 6.4 x 6.4 and should be 64x64 .... somebody else can try ?


I tried script at work and ... there were still an texture missing, called WallGrate2.png, used by only one face !!! Where is it ?
I put some texture in it and now it works (file updated)
Here is what you should have in the console


export map to txt file
written by david38 - www.magicball.net

there are 53 texture in actual scene
1565 belong to texture BarbedWire.png
432 belong to texture Barrel.png
14 belong to texture BricksGrey.png
2 belong to texture CitadelIslandnear
63 belong to texture Dirt.png
81 belong to texture door.png
10 belong to texture Fence.PNG
42 belong to texture flowers.tga
62 belong to texture grass.png
9 belong to texture grass.tga
5 belong to texture GrassCorner.png
12 belong to texture GrassSide.png
78 belong to texture GroundCobble.png
46 belong to texture Gutter.png
52 belong to texture InfoTabletLupinBurg.p
0 belong to texture jug1.png
4107 belong to texture LampPost.png
718 belong to texture Machinery2.bmp
536 belong to texture Machinery3.png
0 belong to texture material_carpet
0 belong to texture material_cave
0 belong to texture material_floor
0 belong to texture material_flower
0 belong to texture material_grass
0 belong to texture material_metal
0 belong to texture material_sand
0 belong to texture material_snow
0 belong to texture material_wall
0 belong to texture material_water
0 belong to texture material_wet
0 belong to texture material_wood
2 belong to texture pebbles.tga
4 belong to texture PersonHole.png
6 belong to texture PersonholecoverLBA.pn
200 belong to texture Rock.png
2400 belong to texture Sandbag.png
64 belong to texture SideStone.png
1042 belong to texture StairsOutside.png
120 belong to texture Trashcan.tga
3744 belong to texture Treeeeee.tga
1728 belong to texture TreeTrunk.png
4 belong to texture Wall.png
164 belong to texture Wallbottom.png
60 belong to texture WallGate.png
191 belong to texture WallGrate.png
1 belong to texture WallGrate2.png
99 belong to texture WallMiddle.png
178 belong to texture WallTop.png
81 belong to texture WallTop1.png
95 belong to texture WallWindow.png
12 belong to texture WaterTransp.png
13 belong to texture WoodMixedLarge.png
14 belong to texture WoodMixedSmall.png
faces+uv has been wroten
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAAAEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEAEEEAEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEAAAA
EEEEEEEEEEEEEEEEEEEEEEAAAAAEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAAEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAAEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAAAAEAEEEEEEEEAEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEAAAEEEEEEEEEEEEAAEEEEEEEEEAEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEEEEEEEAAAEEEEEEEEAEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEEEEEEEEEAEEEEEEEEEEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEEEEEEEEEAEEEEEEEEEEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEEEEEEEEEAEEEEEEEEAAEAAAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAAEEEEEEEEEEEEEAAEEEEEEEEEEEAAAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAAEEEEEEEEEEEEEEAEEEEEEEEEEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAAEEEEEEEEEEEEEEAEEEEEEEEEEEEEEAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEEEEEEEEEAEEEEEEEEEEEEEEAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAAEEEEEEEEEEEEAAAEEEEEEEEEEEEEEAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAAEEEEEEEEEEEEAAAEEEEEEEEEEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAEEEEEEEEEEEAAEEEEEEEEEEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEEEEEEEEEAEEEEEEEEEEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEEEEEEEEEAEEEEEEEEEEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEEEEEEEEEAEEEEEEEEEEEEEAAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAAAEEAEEEEEAEEEEAEEEEEEEEEEEEEEAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEAAEEAEEEEEAEEEAAEEEEEEEEEEEEEEEEEEAA
EEEEEEEEEEEEEEEAAAAEEEEEEEEAEAAAAEEAAAAAAAAAEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEAAAAEEEEEEEEEEEEEEEEEEEEEEEAEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEAAAAEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEAAAAEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEA
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAEEEEEEEEEEEEEEEEEEEEEEEEEEEEAA
EEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAEAAAAEEAAAAEEEEAAAAEEEEEEEEEAA
EEEEEEEEEEEEEEEAAAAAEEEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAAEEEEEEEEEAA
EEEEEEEEEEEEEEEAAAAAEEEEEAAAAAAAAAAAAAAAAAAAAAAAAAAAAEEEEEEEEEAA
EEEEEEEEEEEEEEEAAAAAEEEEEAAAAAAEAAAAAAAAAACKJAAAAAAAAEEEEEEEEAAA
EEEEEEEEEEEEEEEAAAAAEEEEEAAAAAAEAAAAEEABDFIHLGAAAAAAAEEEEEAAAAAA
EEEEEEEEEEEEEEEEEEEEEEEEEAAAAEEEEEEEEEAAAAAAAAAAAAEEEEEEEEAAAAAA
material grid has been wroten
writing texture BarbedWire.png size= 512 x 512
writing texture Barrel.png size= 128 x 128
writing texture BricksGrey.png size= 256 x 256
writing texture CitadelIslandnear size= 256 x 256
writing texture Dirt.png size= 128 x 128
writing texture door.png size= 256 x 256
writing texture Fence.PNG size= 256 x 256
writing texture flowers.tga size= 256 x 256
writing texture grass.png size= 128 x 128
writing texture grass.tga size= 256 x 128
writing texture GrassCorner.png size= 128 x 128
writing texture GrassSide.png size= 128 x 128
writing texture GroundCobble.png size= 128 x 128
writing texture Gutter.png size= 32 x 32
writing texture InfoTabletLupinBurg.p size= 512 x 512
writing texture jug1.png size= 128 x 128
writing texture LampPost.png size= 512 x 512
writing texture Machinery2.bmp size= 512 x 512
writing texture Machinery3.png size= 512 x 512
writing texture material_carpet size= 128 x 128
writing texture material_cave size= 128 x 128
writing texture material_floor size= 128 x 128
writing texture material_flower size= 128 x 128
writing texture material_grass size= 64 x 64
writing texture material_metal size= 128 x 128
writing texture material_sand size= 128 x 128
writing texture material_snow size= 64 x 64
writing texture material_wall size= 64 x 64
writing texture material_water size= 64 x 64
writing texture material_wet size= 128 x 128
writing texture material_wood size= 128 x 128
writing texture pebbles.tga size= 64 x 64
writing texture PersonHole.png size= 128 x 128
writing texture PersonholecoverLBA.pn size= 128 x 128
writing texture Rock.png size= 256 x 256
writing texture Sandbag.png size= 128 x 128
writing texture SideStone.png size= 128 x 128
writing texture StairsOutside.png size= 64 x 64
writing texture Trashcan.tga size= 128 x 128
writing texture Treeeeee.tga size= 512 x 512
writing texture TreeTrunk.png size= 256 x 256
writing texture Wall.png size= 256 x 256
writing texture Wallbottom.png size= 256 x 256
writing texture WallGate.png size= 256 x 256
writing texture WallGrate.png size= 256 x 256
writing texture WallGrate2.png size= 256 x 256
writing texture WallMiddle.png size= 256 x 256
writing texture WallTop.png size= 256 x 256
writing texture WallTop1.png size= 64 x 64
writing texture WallWindow.png size= 256 x 256
writing texture WaterTransp.png size= 512 x 512
writing texture WoodMixedLarge.png size= 256 x 256
writing texture WoodMixedSmall.png size= 128 x 128
textures have been wroten

Successfully exported "map.txt" in 5.0978 seconds




Edit : now it's updated http://www.davidglass.fr/lsa/pool/nearpharmacy.zip
Attached Thumbnails
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Name:	scale problem.jpg‎
Views:	169
Size:	94.1 KB
ID:	8192  
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Last edited by David; 2009-09-03 at 14:56.
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  #341  
Old 2009-09-03, 15:09
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Jasiek Jasiek is offline
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Oh, haha, I used that texture once and then I changed it, must've left some face textured with it...
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  #342  
Old 2009-09-03, 17:44
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I've been scanning all LBA1/2 maps using my perspective map viewer and ... I think all physics and AI problems can be solved using only two 64x64 layers.
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  #343  
Old 2009-09-03, 19:21
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wouldn't that only limit the amount of floors to two?

In that map alone all the stuff that's above ground level is not on the same level.

Can't you use a different system and just do a scan for polygons? Or textures even.
I think that's how other engines do collision. That's how LBA1R did collision. I can upload the code for you, maybe you can use the same principle, despite the language being wholly different.

And for the materials you would do a scan for the texture, and assign proper sounds effects based on the texture the character is on, and not an additional material layer.


Quote:
Originally Posted by Little Bigger Adventure Script
//twinson script



define standing,0;

define walking,1;

define act,2;

define falling,3;

define jumping,4;



var p_jump=0;

var p_level=0;

var player_status;



var jump_speed=6;

var jump_speed_a=2.4;

var jump_time=250;

var jump_s_delay=100;

var cont=0;



action player_twinson

{

ent_animate(my,"NStand",0,anm_cycle);

var dist[3]; // for c_move/ent_move

var slope_ang[3];

var slope_dist[3]=1,0,0;

var movespeed; // duh...

var zoff=45; //distance from mdl's xyz origin to bottom of feet (cleared)

var rotate_speed;

twinson=me;

c_setminmax(my);

my.polygon=on;

var gravity[3];

menu_startup();

twinson_animate();

while(1)

{

if player_state==p_normal

{

p_jump=0;

cont=0;

p_level=0;

movespeed=5;

rotate_speed=1;

}

if player_state==p_sporty

{

movespeed=11;

rotate_speed=1;

}

if player_state==p_aggro

{

movespeed=5;

rotate_speed=1;

p_jump=0;

cont=0;

p_level=0;

}

if player_state==p_discreet

{

movespeed=2;

rotate_speed=1;

p_jump=0;

cont=0;

p_level=0;

}

////

if p_level>0

{

player_status=jumping;



if cont<jump_s_delay

{

cont+=10*time_step;

vec_set(dist,nullvector);

debug_var=cont;

wait(1);

continue;

}



p_level-=10*time_step;

c_move(my,vector(jump_speed*time_step/1.5,0,0.5),nullvector,ignore_passable + glide + use_polygon);

wait(1);

continue;



}

if p_level<=0 && key_space==0

{

p_jump=0;

cont=0;

}



////

vec_set(temp,my.pos);

temp.z-=9999;

result=c_trace(my.pos,temp,ignore_passable + ignore_me + use_polygon);



debug_var=result;

if result>60{

dist.z=-10*time_step;//dist.x=0;dist.y=0;

dist.x=(key_force.y*2*time_step);

dist.y=0;

player_status=falling;

c_move(my,dist,nullvector,ignore_passents + ignore_passable + glide +use_polygon);

}

/*/

else{

if key_space==1 && player_state==p_sporty && p_jump==0

{

p_jump=1;

p_level=jump_time;

}

vec_set(gravity.x, nullvector);

gravity.z = -5*time;

vec_for_min(my.min_x, my);

vec_for_max(my.max_x, my);

var hat[3];

hat.x=0;

vec_set(hat.x, my.x);

hat.z+=27;

vec_set(temp.x,hat.x); temp.z-=1000;

result=c_trace(my.x,temp.x,ignore_me + ignore_passable + use_polygon);

//dist.z=-result+zoff;

my.z= target.z + zoff;









accelerate(dist.x,movespeed*time_step*key_force.y,1);

if key_force.y==0{dist.x=0;}

//dist.x=key_force.y*movespeed*time_step;

if dist.x!=0{player_status=walking;} else {player_status=standing;}

if(key_cur== 1){temp= max(rotate_speed, dist.x); my.pan-=temp;}

if(key_cul== 1){temp= max(rotate_speed, dist.x); my.pan+=temp;}

dist.z=0;

move_friction=0;

c_move(my,dist.x,nullvector,ignore_passents + ignore_passable + glide +use_polygon);

}

////////

vec_set(temp,my.x);

vec_to_screen(temp,camera);

if temp.x <100

{

setup_camera();

}

if temp.x >800

{

setup_camera();

}

if temp.y <100

{

setup_camera();

}

if temp.y >800

{

setup_camera();

}

////////

wait(1);

}

}



function twinson_animate()

{

var a;

a %=100;

var a2;

a2 %=100;

var a22;

var a23;

///

var b;

b %=100;

var b22;

var b23;

///

var c;

c %=100;

var c22;

var c23;

///

var d;

d %=100;

var d22;

var d23;



var z;

while(1)

{

wait(1);

if player_state==p_normal

{

z=0;

b=0;

b22=0;

b23=0;

c=0;

c22=0;

c23=0;

d=0;

d22=0;

d23=0;

if player_status==walking

{

if a22<100{ent_animate(twinson,"StartWalk",a22,null); a22+=30*time_step;a=0; continue;}

if a22>=100 && a23 <100{ent_blend("Walk",0,a23);a23+=28*time_step;a=0;continue;}

ent_animate(twinson,"Walk",a2,anm_cycle);

a2+=6*time_step;

continue;

}

a2=0;

a22=0;

a23=0;

ent_animate(twinson,"NStand",a,anm_cycle);

a+=2.5*time_step;



}

if player_state==p_sporty

{

a=0;

c=0;

c22=0;

c23=0;

d=0;

d22=0;

d23=0;

a2=0;

a22=0;

a23=0;



if player_status==jumping

{

z+=jump_speed_a*time_step;

ent_animate(twinson,"Jump",z,anm_cycle);

continue;



}



z=0;

if player_status==walking

{

if b22<100{ent_animate(twinson,"StartRun",b22,null); b22+=10*time_step;b=0; continue;}

if b22>=100 && b23 <100{ent_blend("Run",0,b23);b23+=30*time_step;b=0;continue;}

ent_animate(twinson,"Run",b,anm_cycle);

b+=7*time_step;

continue;

}

b22=0;

b23=0;



ent_animate(twinson,"SStand",b,anm_cycle);

b+=1.6*time_step;



}

if player_state==p_aggro

{

z=0;

a=0;

b=0;

b22=0;

b23=0;



d=0;

d22=0;

d23=0;

a2=0;

a22=0;

a23=0;

if player_status==walking

{

if c22<100{ent_animate(twinson,"StartAWalk",c22,null); c22+=10*time_step;c=0; continue;}

if c22>=100 && c23 <100{ent_blend("AWalk",0,c23);c23+=17*time_step;c=0;continue;}

ent_animate(twinson,"AWalk",c,anm_cycle);

c+=1.3*time_step;continue;

}

c22=0;

c23=0;

ent_animate(twinson,"AStand",c,anm_cycle);

c+=1.0*time_step;



}

if player_state==p_discreet

{

z=0;

a=0;

b=0;

c=0;

c22=0;

c23=0;

a2=0;

a22=0;

a23=0;

b22=0;

b23=0;

if player_status==walking

{

if d22<100{ent_animate(twinson,"StartDWalk",d22,null); d22+=8*time_step;d=0; continue;}

if d22>=100 && d23 <100{ent_blend("DWalk",0,d23);d23+=10*time_step;d=0;continue;}

ent_animate(twinson,"DWalk",d,anm_cycle);

d+=1.3*time_step;continue;

}

d22=0;

d23=0;

ent_animate(twinson,"DStand",d,anm_cycle);

d+=0.5*time_step;



}

// wait(1);

}

}
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Last edited by Jasiek; 2009-09-03 at 19:35.
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  #344  
Old 2009-09-03, 19:35
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I never said those layers are flat !
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Old 2009-09-03, 19:37
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Oooh!

I get it now! the second layer would be for overlapping terrain!


Found this link btw.
http://nehe.gamedev.net/data/lessons....asp?lesson=30


EDIT:
What about little objects you can jump on btw? Like the sand bags and little walls etc.
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Old 2009-09-03, 19:51
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Quote:
Originally Posted by Jasiek View Post
the second layer would be for overlapping terrain!
.
That's the idea of having two layers, and also it can help to deal with platforms

Quote:
Originally Posted by Jasiek View Post
What about little objects you can jump on btw? Like the sand bags and little walls etc.
You just define in the layer the superficy of the terrain, the "highest" walkable surface. For example, if there is a sandbag, terrain cell is one unit higher

Also this system allows easy scripting (X,Y,floor)
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Old 2009-09-05, 17:44
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Quick question!
Where does it export to? No window asking me where I want to save it appears, and there's no .txt file in the directory I'm workin in.
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Old 2009-09-05, 19:16
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I made a new street texture. This is a better example than my previous attempt.
This street is more fresh, like the surrounding. For example the bricked up door.
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Old 2009-09-05, 20:09
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That feels a lot better tone wise.
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Old 2009-09-06, 22:01
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I fiddler around with it a bit
Changed the gutter texture and the little stones on the road border.

I still need to take on the lamp texture...
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