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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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  #276  
Old 2009-08-28, 14:36
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hello !
I was in holiday ....
Great map ! I'll add it to the actual demo as soon as possible. I first have to update project web site by adding the licence file to each model. I will write a licence inspired from yours for Horadrim.
You should not consider adding slopes as a problem, it's my task to adapt the engine so it handle it ! By now I'll limit walkable area to that flat square that leads to the pharmacy
When will you add props to map ?
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  #277  
Old 2009-08-28, 16:28
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Cool

I already added the telepod.


Will add various posters I made, fences, new lamps, barrels, sand bags later.

The bottom and top parts (as they appear in the original game) where made by Bot13. I redo them, painted the textures and added the new stuff.
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  #278  
Old 2009-08-28, 16:38
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Looking good.
Stuff like posters will really improve the atmosphere too.
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  #279  
Old 2009-08-28, 17:18
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These are the ones I did so far, number 2 needs to be shorter and needs some text added, number three needs a redo(and it's flipped for some reason...).







the first and the second are based on original socialist posters .
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  #280  
Old 2009-08-28, 17:55
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The Quetch in the second poster looks a bit too similar to Twinsen, maybe change a few features about him.
Quote:
looks like this:
That picture doesn't load for me.
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  #281  
Old 2009-08-28, 17:59
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It's imageshack, they screwed something up.
I'll upload it one more time.

And yeah, it needs to be changed. I'm also not really sure about the english there. I thnk it would be better to devise some sort of a language, or writing at least.

EDIT:

Here you go:
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  #282  
Old 2009-08-28, 18:06
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I'm sure we had a very old thread on the rmp forum disusing the possibility of a twinsunian language font. Not sure how far we got.
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  #283  
Old 2009-08-28, 18:32
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I always thought that "Temple Park" sign in LBA 2 a bit unimaginative, especially in contrast with the Zeelichian gibberish font at the airport in Otringal.

Looking great.
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  #284  
Old 2009-08-28, 22:25
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I think I'll use this:
http://www.1001freefonts.com/simplerunes.php


For the posters.
Looks "dictatorial".


Btw.
Can you make glass in doors and windows shine? When seen from different angles.
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  #285  
Old 2009-08-29, 00:26
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Quote:
Originally Posted by GoofyLife View Post
Tried out some of the models in Unity, worked out fine =)
http://www.konstantetrusler.no/feita.../Pharmacy.html
hello !
Nice demo. I specially enjoyed lightning. How did you import walking animation in that demo ?
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  #286  
Old 2009-08-29, 00:54
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Quote:
Originally Posted by david38 View Post
hello !
Nice demo. I specially enjoyed lightning. How did you import walking animation in that demo ?
Just used some scripts used in another project, the only thing is that it doesn´t rotate when Twinsen turns, and movement is relative to camera and not to player as in the LBA games, but I´ll see if I can fix it
Edit: The animation was already on the twinsen model so I just imported it Got some problems getting all the animations, I only get the one selected in Blender when I export.

Nice island, love the style got a soft touch to it. Good work!
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  #287  
Old 2009-08-29, 01:46
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Looks like you know a bunch about scripting ! Maybe you could help me doing those lua script for AI ?
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  #288  
Old 2009-08-29, 01:55
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I updated web site !
Now all models in character section are delivered with the license file. I made one for Horadrim, please tell me if you want to change it
I also updated map section
Adding shining effect is easy, it's playing with opengl lighting/material functions.
I'll add parameters to faces for activating alpha transparency and shining.
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  #289  
Old 2009-08-29, 02:06
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Quote:
Originally Posted by david38 View Post
Looks like you know a bunch about scripting ! Maybe you could help me doing those lua script for AI ?
Nah, the scripting is not my work, but my friend is working as a programmer and is teaching me C# as a start, so I´m getting there
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  #290  
Old 2009-08-29, 03:08
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http://www.sendspace.com/file/3mcxpi
Looks like this now:


Detail of the lamps. Shit around it is just .jpg artifacts. For some reason Blender makes it's screenshots in .jpg....
http://i30.tinypic.com/xg9l74.jpg
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  #291  
Old 2009-08-29, 03:27
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Try the demo again (got some flaws)
http://www.konstantetrusler.no/feita.../Pharmacy.html
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  #292  
Old 2009-08-29, 18:59
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Making progress!
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  #293  
Old 2009-08-29, 20:38
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with some kick ass lightbulbs well be nice when lit properly
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  #294  
Old 2009-08-30, 00:45
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The street lanterns and the pivot-thing (whataretheycalled) are needing a bit more detailed texturing. Maybe some scratches on the beveled areas/corners, as if they are damaged and worn out a bit.
Other than that, looking splendid!
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  #295  
Old 2009-08-30, 05:00
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Everyday better !
Could you upload a version of you work in progress, so that I can start making some stuff ?
Thanx
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  #296  
Old 2009-08-30, 15:33
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I have a sorting problem here.
I mean I can use either the alpha or clip alpha option, however I want my grass sprites to be slightly transparent too, so I can't do clip alpha cause all I get is a few undistinguishable lines. If I click "alpha" however, the sprites look as they should, but as soon as I go to object mode the transparent background shows the grey blender background.

Is this also a problem in your engine? Or I shouldn't worry about it? It'd be cool if they could also rotate to always face the camera, but be constrained to Z, so that they face the camera but spin on the Z axis.
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  #297  
Old 2009-08-30, 18:40
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Hi
I'm new to this forum so I thought I would say hi
I will be working with the armatures of the characters and animation (putting bones in the characters and animating them), so if you have any hints and tips please let me know
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  #298  
Old 2009-08-31, 00:14
GoofyLife GoofyLife is offline
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A little "in-game" thingy =)
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  #299  
Old 2009-08-31, 00:51
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Its looking good
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  #300  
Old 2009-08-31, 00:54
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Quote:
Originally Posted by Jasiek View Post
I have a sorting problem here.
I mean I can use either the alpha or clip alpha option, however I want my grass sprites to be slightly transparent too, so I can't do clip alpha cause all I get is a few undistinguishable lines. If I click "alpha" however, the sprites look as they should, but as soon as I go to object mode the transparent background shows the grey blender background.

Is this also a problem in your engine? Or I shouldn't worry about it? It'd be cool if they could also rotate to always face the camera, but be constrained to Z, so that they face the camera but spin on the Z axis.
I also got HUGE troubles configuring transparency with blender. Don't worry about alpha clipping, as you might have seen in my grass demo it works pretty well. Partial transparency is much harder to achieve and need an extra sorting algorithm. It's not that hard to get it work, it uses a "read only" depth sorting for transparent faces.
About that Z sprite spinning, That would works only if camera zenital angle stay under 45 °. When it gets higher, sprites are getting uglier and even invisible when looking from an aerial(vertical) angle. But it can be done.
Please upload your work even if it's not finished
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