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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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  #351  
Old 2009-09-06, 22:13
GoofyLife GoofyLife is offline
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and maybe a little texture on those barriers where the barberwire is, wood or steel
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  #352  
Old 2009-09-06, 23:10
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Originally Posted by Jasiek View Post
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.

the file is exported in the folder from where you launched blender, the file is called map.txt
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  #353  
Old 2009-09-07, 01:18
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I figured as much, however... it doesn't...

Maybe I'm doing something wrong, I right click in the script window and hit execute script.
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  #354  
Old 2009-09-07, 01:58
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Ok, I found the problem, it was exporting to my home directory.

Yay, everthing works!
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  #355  
Old 2009-09-07, 03:09
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What do I need to do to have an object I added be exported to the map.txt file?
I gave it a label like this map_object

But it doesn't export.
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  #356  
Old 2009-09-07, 11:14
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yes it must start with map_ and also you have to CLEAR transformation in object mode pressing alt g for translation alt r for rotation and alt s for scale
of course before doing that you want to apply rotation and scale for the object. there is an option for that in menu when you are in object mode
for translation, you have to move object center to the origin. first press shift c to move cursor to (0 0 0) then find the option apply center object to cursor
and that's it !!
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  #357  
Old 2009-09-07, 14:30
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Ctril + A applies scale and rotation for the object.
But what do you mean by "translation"? And "apply center object"? I can't find that option.


Nevermind, the option is "Center Cursor".

Btw. is it possible to use flat shading for stuff that's "flat"? cause the map looks weird with gourard.


EDIT:

Can I add particle effects somehow? Or change the lightning?
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Last edited by Jasiek; 2009-09-07 at 14:38.
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  #358  
Old 2009-09-07, 19:15
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Map.txt plus the blender file - I hope I didn't miss any textures.
http://www.sendspace.com/file/umqz00
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  #359  
Old 2009-09-08, 00:38
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GREAT !!!
Now you can even see your map in the demo as you modify it !
I specially enjoy new texture for the road
You were right, the option is called "center cursor". I gave you all the information without having blender running I looked in the documentation of blender and there is a way to avoid having to clear everytime transformation. I have to play with a transformation matrix and that should be a few more lines of code.
I will add some ligthing options in the lua script and also particles, grass and water. I suppose you want particles for the smoke ?
In your blender file a texture is missing, the one that surround houses and roads (to collect rain water I suppose ?)
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  #360  
Old 2009-09-08, 01:17
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Ah, yeah, the gutter, I'll upload it right away.



You might want to rename it to Gutter.png - imageshack changed it for some reason.


EDIT:
Yeah, I'd like the paricles for the smoke.
There's also one other thing I would really like. Can you scroll textures? What I mean is that in the remake, I would make lots of things animated (like waterfalls) bu just scrolling their texture. I would like to use it for some stuff, like conveyor belts and the like.

I think that also we could adopt a numbering system for the areas, for instance A4 would be the area near the pharmacy, A would be the Island, and 4 would be that particular screen (#1The cell block, #2the area outside the citadel, #3The house of the Rabbibunny with a stuck chest, #4 Lupin Burg).

This would surely be easier for you to link to areas later on while making area transitions.
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Last edited by Jasiek; 2009-09-08 at 01:59.
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  #361  
Old 2009-09-08, 21:14
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Are there waterfalls in LBA1 ?
Scrolling textures ? no problems. It's playing with UV coordinates or with texture matrix, nothing really complicate. Lighting and particles is a bit more diffucult.
I like the idea of numbering screens.
By now I'm writing a script that helps you design your map in blender. It allows to set for each cell :
-the brick shape
-the material (grass sand metal etc...)
-the height
-the area id
All these parameters are defined with an ascii symbol. That lets you a choice of 256
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  #362  
Old 2009-09-08, 23:00
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I'm thinking of adding some running water. In the sewers for example, or some nice waterfalls where the Dino-fly is.

I think Blender has some sort of a particle effect system, maybe you could utilize that? It's great for outdoor scenes with stuff flying in the air, smoke and stuff like that.
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  #363  
Old 2009-09-08, 23:33
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I'd be very happy to make my own particle system, maybe you already have some sprites for the smoke ? I suppose you want to add smoke to the machine behind the slopes right ?
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  #364  
Old 2009-09-09, 00:24
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Here's two smoke sprites .
And yeah, I want the engine to vibrate a bit and emit smoke.

It'd be cool to just use like a box as a smoke emitter, you place the box where you want the smoke to come from.
Attached Files
File Type: zip smoke.zip‎ (16.4 KB, 84 views)
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  #365  
Old 2009-09-10, 00:08
GoofyLife GoofyLife is offline
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Walk around (slowly) on the new ground texture
http://www.konstantetrusler.no/feita...Adventure.html
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  #366  
Old 2009-09-13, 21:57
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The online game doesn't work for me, any idea why??
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  #367  
Old 2009-09-13, 22:07
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The online game doesn't work for me, any idea why??
You need to install the Unity Player plug-in for your web browser.
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  #368  
Old 2009-09-13, 22:46
GoofyLife GoofyLife is offline
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Originally Posted by Kobold View Post
You need to install the Unity Player plug-in for your web browser.
I guess the Unity Web Player doesn´t support 64bit web browsers as for now, so if you´re using Safari that came with Snow Leopard, it wont work. Try another browser.

Web player can be downloaded here: http://unity3d.com/unity-web-player-2.x.html
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  #369  
Old 2009-09-14, 00:06
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it says the unity player crashed lol
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  #370  
Old 2009-09-14, 00:16
GoofyLife GoofyLife is offline
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it says the unity player crashed lol
haha, got a screenshot of it?
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  #371  
Old 2009-09-14, 11:33
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Heres the screenshots
Attached Thumbnails
Click image for larger version

Name:	Crash 1.jpg‎
Views:	291
Size:	95.6 KB
ID:	8206   Click image for larger version

Name:	crash 2.jpg‎
Views:	139
Size:	32.5 KB
ID:	8207  
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  #372  
Old 2009-09-14, 18:45
GoofyLife GoofyLife is offline
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Heres the screenshots
Is that windows XP?
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  #373  
Old 2009-09-14, 19:10
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yes
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  #374  
Old 2009-09-15, 00:58
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I added more control on the grid, now you can modify material, shape and height
Information is saved inside a readable text file, which you can see at the bottom of the screenshot.
To give you an idea, it took me 1 hour to adapt grid to nearpharmacy map, only for shapes and height (Still need to adapt material). It's slow, but writing script took me like 20 hours !
When I'm done editing the grid I'll update map export script so that it export those new parameters.
I'm thinking about adding a zone ID for better story coding; but don't know yet how to make it visible inside Blender. By changing cell diffuse color ?


Here is the screenshot of current work :
Attached Thumbnails
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Name:	advanced grid.jpg‎
Views:	332
Size:	207.1 KB
ID:	8208   Click image for larger version

Name:	advanced grid2.jpg‎
Views:	312
Size:	166.5 KB
ID:	8209  
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Last edited by David; 2009-09-15 at 02:27. Reason: adding another screenshot
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  #375  
Old 2009-09-15, 01:38
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I can hear Jasiek screaming because of overlapping area, but double grid support will be added in the future ...
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