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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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  #451  
Old 2010-01-25, 02:16
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get the LSA V4.3 !
http://www.davidglass.fr/lsa/Little Script Adventure V4.3.rar
- same version than LSA V4, but has both windows and linux binaries !!
I have some strange effect with linux, some flickering appears. It disappears when I close all other windows. I'd be happy if you tell me how it works for you linux users.
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Last edited by David; 2010-01-25 at 02:21.
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  #452  
Old 2010-01-25, 12:10
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Awesome! I'll check it as soon as I'm home (somewhere around tomorrow).
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  #453  
Old 2010-01-27, 16:20
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Works ace on my netbook (Ubuntu 9.04) of course it's choppy on it's limited 900mhz cpu however there are no bugs or visual artefacts, and no flickering of any kind.

It would be really awesome if having location transitions would be next on the drawing board. I also had an idea.
What if instead of using seperate files for each location, just place all the locations for an island in the same .blend file? And then just have the engine slice it up into locations based on the objects positions on the grid? Would be easier from the level creating standpoint. Should also reduce some space wasted on file headers and texture redundancy?
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  #454  
Old 2010-01-28, 00:27
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hello !
glad it works for you on Ubuntu
It's a good idea to put all the map in same blend file, so that you can share objects or textures. But rather than play with location to separate maps, I prefer to put each one in a different scene.
Transition between maps will be done with a LUA or python script, LUA looks to be a little easier to implement in C.
I also plan to put all characters on same blender file.
Right now I'm removing the FLTK button interface and replace it with a more compatible window system called GLFW. Let's see if I still get flickering.
Also I'm adding a fountain in the scene ... just for fun.
http://www.codecolony.de/opengl.htm#FountainWater
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  #455  
Old 2010-01-28, 20:31
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Finished the new Salesman. Will upload shortly.

I just noticed you're using the wrong textures for the Citadel Island model...
For the sidewalks and the little cobblestone pieces around them.
And for the gutter too.

I tried editing it, but for some reason the map is not visible in that blend file in there, the only thing there's there is your grid .
Even if I do change the textures it doesn't apply in the game...
Renaming or deleting the file doesn't even bother the game too...?

EDIT:
Nevermind, forgot you need to export it to the txt file.
How do I toggle the map to be visible in the blend file anyway??
EDIT2:
Would it be possible to use flat shading on the map instead of gourard? I try to make my character models so that shading is not necessary too...
EDIT3:
http://www.sendspace.com/file/wnhlwm
Here's the correct map with the new Salesman, and the Nurse with some corrections.
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Last edited by Jasiek; 2010-01-28 at 21:24.
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  #456  
Old 2010-01-28, 22:51
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to switch between map grid and 3d map, you have to navigate through layers, by clicking here


I think gouraud and flat shading should be combined. For example walls look better with flat shading and spherical shapes look better with gouraud shading.
Gouraud or flat shading are just the way normals are calculated in blender. There are some options for that in button window. You can combine it the way you want, my engine will make exactly the same you see in blender. I'm investing it ...
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  #457  
Old 2010-01-28, 23:07
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Cool, thanks!

About the shadows I do and don't agree. While I think that flat surfaces look a lot better with flat shading, I think if gouraud is used on charaters it should either be really soft or not used at all - I prefer for most of the detail to be highlited with the use of textures with drawin in shadows.

And stencil shadows are cool too.
I'm still doing stuff to the salesman btw. And the Grobo animation is really nice!
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  #458  
Old 2010-01-28, 23:36
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flat shading implies that you can see a lot the light intensity difference from one face to its neighboors. It's ok if you really want your light intensity to be constant on the whole surface like a wall. Gouraud shading smooth light intensity between neighboors face and look really better for round face like characters.
Sometime I make the mistake when writing, but shadng and shadows are two things completely different, in my engine there are no shadows at all ! Stencil shadows are difficult to compute, there are used in modern games and are out of my experience. I MIGHT be able to perform flat shadow (not flat shading ...)
Briefcase texture is missing for salesman !!

flat shading :

gouraud shading

flat shadow
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  #459  
Old 2010-01-28, 23:50
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Jasiek- I dunno, I like to have lighting varying from scene to scene for different moods.
Having the shading "burnt in" to the texture maps wont look good under all lighting types without many different sets of maps.
--
Anyway, last version worked great
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  #460  
Old 2010-01-29, 00:02
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Lol David, I've been doing that stuff for years now, and I know the difference!!

I think gouraud shading with characters that have little polygons looks awkward and ruins the texturing. It has to be really soft to look nice (no black parts, only little pastel-like variance in colour)

Speaking about shadows was just a dygression on my part, as I just now ran through my last Little Bigger Adventure demo, it had cool stencil shadows and self-shadowing on the character.

Darkflame, to be honest I'm not a fan of dynamic lights and stuff like that... I like to present the scene with lights and shadows that I can set into a mood I want.
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  #461  
Old 2010-01-29, 00:13
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I can choose the amount of shading I put in my engine. 0 would be no shading at all (full texture), and 1 would turn faces black when perpendicular to light source. This amount of shading I put in the engine is very soft
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  #462  
Old 2010-01-29, 00:45
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Quote:
Originally Posted by Jasiek View Post
Darkflame, to be honest I'm not a fan of dynamic lights and stuff like that... I like to present the scene with lights and shadows that I can set into a mood I want.
But it doesn't have to be dynamic.
Merely having different lighting from scene to scene really demands having different texture maps if your having burnt in lighting.
You can make different character texture maps for each scene (a lot more work), or your going to end up with miss-matched lighting.

Alternatively you can make all the scenes in the game with the same lighting, but (imho) that just sucks.
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  #463  
Old 2010-01-29, 01:01
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Oh yeah, I do agree on that Darkflame.

David, from my experience it's not really that soft. Half of what it is now would imho be perfect. I run around the level with shading off.

Finished!

Feet look awkward for some reason, but they're quite ok in the model.

Here's the file. Damn I forgot to add the license in there, oh well.
http://www.sendspace.com/file/hl3mc9
All the textures should be there.

EDIT:
It might be my monitor that's too dark . For me the textures on the salesman are almost black (and they're grayish when viewed from my netbook). I also didn't notice that little strip of black texture on the briefcase... Still, it's just sad to me that when all the shading is on, most of the nuances of the textures on the characters will go away.
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Last edited by Jasiek; 2010-01-29 at 01:26.
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  #464  
Old 2010-01-29, 01:52
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I don't understand why you want such a level of details and nuances ... when the camera is designed to view 1/4 of the whole map.
For win32 user, here is a patch for window + fullscreen mode. No more buttons nore sliders .... But the most important is still here ! Simply move+overwrite existing LSA V4.3 files by the one in the archive.
Linux version .... tomorrow ?
Attached Files
File Type: zip fullscreen win32.zip‎ (158.4 KB, 89 views)
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  #465  
Old 2010-01-29, 02:15
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Well yeah, that's a fair point, but when doing the Little Bigger Adventure I found out that it did add a lot to the experience. Having just simple colours + shadowing lost greatly in comparison.

LBA1 had a zoom option for certain actions. I think having that for dialogue and some action sequences could be nice with a fine level of detail.

I really love how you animated the Grobos. Great progress, it's really awesome, collision works flawlessly.
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  #466  
Old 2010-01-29, 12:31
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http://www.sendspace.com/file/u8li60
Here's Twinsun (as in, the planet Twinsun).
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  #467  
Old 2010-01-29, 15:09
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nice planet, I'll use it as a background for introduction scene, like the original game when they explain you the story of twinsun. Also it's a good occasion to reuse text display functions.
I also want to include a fountain I'm working on, do you see a good place where to put it ? Fountain is a square of 3x3 cells.

Also I will animate nurse and salesman. I prefer to use briefcase closed, and hair drier as an inventory object, like twinsun hologram.
Did you try running fullscreen patch with wine ? It should works perfectly ...
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  #468  
Old 2010-01-29, 19:41
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can you all test this application, with windows and wine ?
It uses some opengl extensions to create shadow mapping and if it works for most of you, I'll copy the method in my engine
http://www.davidglass.fr/lsa/pool/Shadow%20Mapping.zip
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  #469  
Old 2010-01-29, 20:25
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I never tried LSA in wine, only the linux executable, I'll have some time tomorrow so I can try it out.
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  #470  
Old 2010-01-29, 21:57
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Worked like a dream on my machine looks awesome!
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  #471  
Old 2010-01-29, 22:51
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works for me.
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  #472  
Old 2010-01-31, 16:58
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Tested in WinXP and its working great. Looking forward to see connection between other scenes

Keep up the good work guys.
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  #473  
Old 2010-01-31, 21:04
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Made two Rabbibunnies today. Still need to add teeth and whiskers.



The program with the shadows works perfectly in wine btw.
Runs really fast too...
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Last edited by Jasiek; 2010-01-31 at 21:17.
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  #474  
Old 2010-02-01, 00:47
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http://www.sendspace.com/file/5ln1jw

Here's a pack with all the charaters I made so far.
There's four Groboclones (yellow, green, red, white), three Quetch Soldiers(green, yellow, white), 5 rabbibunnies (red skin, brown skin, painter, two bunnies dressed in rags), two Quetches (nurse, salesman).

I made some minor changes to the salesman (longer arms, slimmer neck, smaller mouth), I hope you haven't started animating and rigging it yet.
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  #475  
Old 2010-02-01, 10:08
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I didn't make any new animation, as I am working on shadows.
Models are amazing !
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