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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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  #1876  
Old 2011-01-28, 02:13
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Jasiek Jasiek is offline
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I think it's perfect! All it needs is a subtle frame now.

GoofyLife we already have that scene made in 3D, sort of, I guess now it's only a question of making it woek properly ingame.
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  #1877  
Old 2011-01-28, 20:19
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>Holy Rosa the Cow, this project is really moving on!!

Way to go guys!!

How much of Twinsun is already made, btw???
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  #1878  
Old 2011-01-28, 22:14
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Well there's a model of the whole planet ...

Level-wise - not that much.

EDIT:


EDIT2:
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Last edited by Jasiek; 2011-01-29 at 03:31.
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  #1879  
Old 2011-01-29, 02:12
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I've coded primitive rendering, that will be used later to debug collision detection




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  #1880  
Old 2011-02-05, 18:25
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If anyone has a better idea for the roofs I'm all ears. Really not convinced about working on these. Thought about thatched roofs like in the original, but they don't seem to fit this setting.

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  #1881  
Old 2011-02-05, 22:02
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I donno, but maybe try something with a stronger color, the scene might look like its from a Tim Burton movie with all dark colors, I remember LBA a little more colorfull. But maybe thats just all assets in general, not the good alone.
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  #1882  
Old 2011-02-06, 11:00
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What about copper roofs? They`ll fit perfectly to the steam/diesel-punkish concept and will add a little bit light to the buildings, without changing the overall mood.
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  #1883  
Old 2011-02-08, 18:50
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Rabbibunny skeleton or as I call it - RABBITON!
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  #1884  
Old 2011-02-08, 21:51
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Looking good.
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  #1885  
Old 2011-02-09, 01:47
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I dunno, I freaking love the mood thats giving off. Looks stunning, and feels very much like it should do for LBA1-era oppression.

I wouldn't mind more colour, but purhapes from a few select characters or small areas? Just like one really vivid flower somewhere, or a girl in a bright dress.
Sometimes contrasts like that can work very well.
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  #1886  
Old 2011-02-09, 22:01
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How's this then?
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  #1887  
Old 2011-02-10, 09:51
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fantastic work guys ! The roof is fitting perfectly the scene, maybe the connection with the wall still need some work ?

Does the rabbiton have same proportions than rabbibunny ? I want to create one rig / race (two for male/female?) to simplify things a little, and then share this rig between models of same race (blender link). Only skinning would be necessary then per model.
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  #1888  
Old 2011-02-10, 11:29
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The link between the walls and the roof is missing in this shot, that`s why it seems it doesn`t fit well. I just forgot to mention some details about that to Jasiek. About the proportions - yes, the rabbiton model has the same proportions as the rabbibunny. But I don`t recommend using the same armature structure for rabbibunnies and rabiotns, because the rabbitons won`t need so much bones as the rabbibunnies, so in this case they could use less bones. I think I`ve got somewhere animations from rabbibunnies I made long time ago, so the only thing we need is to rig the model and we could use the animations I already have.
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Last edited by Horadrim; 2011-02-10 at 11:50.
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  #1889  
Old 2011-02-10, 13:59
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Excellent work ... really nice! Keep it up guys!
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  #1890  
Old 2011-02-10, 18:49
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Quote:
Originally Posted by Horadrim View Post
I don`t recommend using the same armature structure for rabbibunnies and rabiotns, because the rabbitons won`t need so much bones as the rabbibunnies, so in this case they could use less bones.
The skinning operation kind of let you select which bone you want to use and which you don't need. I was thinking about having extra bones for anything that could be used later : a medallon, a weapon, poney tail, hat, suitcase, etc ...
Having an animated armature for each model look hard to manage, unless you are 100% sure the animations are all different in this case it makes sense to separate the rigs. Anyway I'd be happy to see those animations you made.
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  #1891  
Old 2011-02-11, 21:19
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Ok the model folder is becoming an un-useful mess....

I keep mistaking files for other files, it's getting increasingly harder to find anything in it, especially with the textures being in the same folder...

We need three folders in there: characters (divided into enemies and npc's) props (for usable objects that go into the inventory) and maps (for map files and map assets).

Each time I open the folder it takes at least 10-20 seconds for all the files to show up.... :/

In addition to that each of those three folders could use a separate textures folder - it's not that essential, because I realise how much work it would mean on both sides, the coding and changing texture paths for models, but it would increase work flow A LOT.
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  #1892  
Old 2011-02-12, 00:08
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I propose you and Horadrim decide the way you want to setup folders, be sure I will adapt to it. Instead of exporting texture names in txt files, I can export the full RELATIVE path, no problem then
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  #1893  
Old 2011-02-12, 13:15
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Yesterday me and Jasiek talked about that, so I think his idea is perfect and I support it, so you both should syncronize the rest.
By the way, David, would you merge the texture rename script with the model export script?

Last edited by Horadrim; 2011-02-12 at 13:24.
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  #1894  
Old 2011-02-12, 15:37
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Now I wont look at texture name but texture filename, since we need the relative path of texture. So this rename script will be useless, you can setup the name you want in blender, it will be ignored. I recommend using same name without the .png at the end for keeping things clear to you, modelers.
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  #1895  
Old 2011-02-13, 16:46
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I've reworked a bit the blue fire effect, and added simplified call for text rendering.
In the API, you can choose text box dimensions, if fire should be rendered or not, and if text is centered or left justfified. The demo lets you browse the answers with arrows.
I guess this is enough for future interface - gameplay ?



Edit : demo is there
(trunk/demos/blue fire effect/blue fire effect.exe)
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  #1896  
Old 2011-02-13, 17:19
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Maybe you can add a scrolling animation if the text is too long to fit in the box (happened with the German text in LBA1)


Spoiler:


Otherwise, it looks awesome.
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  #1897  
Old 2011-02-13, 20:00
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I use smaller font (in proportion). LBA was 640x480 without antialiasing so I suppose fonts had to be that big for good quality.
Now twice text fits here, even those huge german and polish words will fit here.

I've got inspired by your screenshot, I adjusted transparency / line colors to match better the original. The background is a texture, to get an idea about how it would render in lsa.


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  #1898  
Old 2011-02-13, 20:24
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Looks nice! If I can suggest to match the original font for text would be better. I've drawn a simple sketch for you to have a look at. (The original font was a bit too "bold" imo so I choose a bit "light" version")

The font I used is "ITC Lubalin Graph Std Demi":



I hope a graphic designers suggestion is welcome, hehe.
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  #1899  
Old 2011-02-13, 20:29
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this is the font I've been looking for all my life !
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  #1900  
Old 2011-02-13, 20:39
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Yeah, looks really nice .
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