Go Back   the Magicball Network > Forums > LBA Projects > Little Script Adventure

Welcome to the Magicball Network.

You are currently viewing our site as a guest which gives you limited access to view most discussions and access our other features. By joining our free community you will have access to post topics, communicate privately with other members (PM), respond to polls, upload content and access many other special features. Registration is fast, simple and absolutely free so please, join our community today!

If you have any problems with the registration process or your account login, please contact contact us.

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

Reply
 
Thread Tools
  #2801  
Old 2011-11-07, 23:54
Horadrim's Avatar
Horadrim Horadrim is offline
Free-lance designer
 
Join Date: May 2004
Location: Bulgaria
Posts: 1,355
Send a message via ICQ to Horadrim
I suppose that they`ll look more good with more complex vegetation. Currently I don`t quite like the way the way the algae is moving, like swinging planks.
Reply With Quote
  #2802  
Old 2011-11-08, 00:05
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,683
I updated test map with grass sprites from the demo you linked




Edit : you would need to subdivide faces in vertical direction to get good bending I think
__________________
Little Script Adventure[thread][download]
Reply With Quote
  #2803  
Old 2011-11-08, 01:20
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,683
new shader, much more realistic ...
__________________
Little Script Adventure[thread][download]
Reply With Quote
  #2804  
Old 2011-11-08, 01:45
Horadrim's Avatar
Horadrim Horadrim is offline
Free-lance designer
 
Join Date: May 2004
Location: Bulgaria
Posts: 1,355
Send a message via ICQ to Horadrim
Now that`s quite good. I believe that in the same demos there`s a random scattering function, so we could use it to place not only the grass but flowers randomly, no?
Reply With Quote
  #2805  
Old 2011-11-08, 11:00
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,683
Jasiek said some time ago he wants very little number of grass sprites, so is that really needed ? The demo has thousands of sprites, in that case it's justified, you would not do it by hand, but still I think modeling soft can do it.

I created a new material, _coral, which is glowing and has same movement than last shader. The minabea and corals now share it.

The _veget shader has been modified to suit tree move. It's combining 2 movements, a big one giving the overall movement and a smaller one to simulate leaves movement.

I've moved corals to a folder, and added Jasiek trees to test map, changing trunk and leaves to _veget shader.
__________________
Little Script Adventure[thread][download]
Reply With Quote
  #2806  
Old 2011-11-08, 11:47
Horadrim's Avatar
Horadrim Horadrim is offline
Free-lance designer
 
Join Date: May 2004
Location: Bulgaria
Posts: 1,355
Send a message via ICQ to Horadrim
Currently for the Citadel, we don`t have much space to put big amount of grass, but later, we could use the grass on wider spaces. So imo, it`s not a matter of "if we need it", it`s about "when we`ll use it".
Reply With Quote
  #2807  
Old 2011-11-08, 12:06
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,683
keep in mind we need to limit number of objects, because they are separated display lists and those calls are expensive. Its better to group grass faces in a single display list, like the demo you speak about. So I guess if they are thousands of grass sprites they should be part of level mesh.
__________________
Little Script Adventure[thread][download]
Reply With Quote
  #2808  
Old 2011-11-08, 12:17
Horadrim's Avatar
Horadrim Horadrim is offline
Free-lance designer
 
Join Date: May 2004
Location: Bulgaria
Posts: 1,355
Send a message via ICQ to Horadrim
We could make a combo of level mesh grass with the generated one. I was also thinking... I suppose that the grass movement could be limited to move only if a character passes through it. This could save some resources, no?
Reply With Quote
  #2809  
Old 2011-11-08, 12:28
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,683
I prefer to keep this for later ...
__________________
Little Script Adventure[thread][download]
Reply With Quote
  #2810  
Old 2011-11-08, 13:23
Horadrim's Avatar
Horadrim Horadrim is offline
Free-lance designer
 
Join Date: May 2004
Location: Bulgaria
Posts: 1,355
Send a message via ICQ to Horadrim
So, I was thinking recently... What's going on with the game itself? Can you make it functional, so we could test the maps with Twinsen in them (i.e. scaling factors, walkable areas and so on). It`s a bit hard to make a map, without testing it with a character running in it.
Reply With Quote
  #2811  
Old 2011-11-08, 13:47
Jasiek's Avatar
Jasiek Jasiek is offline
Do the evolution.
 
Join Date: Jul 2003
Location: You forgot Poland.
Posts: 7,723
And as we talked with David it would be great to have the collision use the mesh itself for non-dynamic/animated meshes.

Instead of making shells for each model/map.
__________________
Little Script Adventure
Join the Little Script Adventure team
Download Little Script Adventure
Reply With Quote
  #2812  
Old 2011-11-08, 14:58
Horadrim's Avatar
Horadrim Horadrim is offline
Free-lance designer
 
Join Date: May 2004
Location: Bulgaria
Posts: 1,355
Send a message via ICQ to Horadrim
Yes, indeed. And this even supports my thesis, that we should test the levels with Twinsen, so we`ll be able to find "faulty" spaces/locations, on which (or to which), the player shouldn`t go.
Reply With Quote
  #2813  
Old 2011-11-08, 15:25
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,683
What about having a walkable heroe inside editor ?
__________________
Little Script Adventure[thread][download]
Reply With Quote
  #2814  
Old 2011-11-08, 15:52
Horadrim's Avatar
Horadrim Horadrim is offline
Free-lance designer
 
Join Date: May 2004
Location: Bulgaria
Posts: 1,355
Send a message via ICQ to Horadrim
If it`s more easier to you, OK then. I suppose that you could add another mode (like the night/day modes), which could be "test mode". Now, I suppose that some time later, we should start calling the viewer - editor . By the way, I remember something that I should`ve wrote earlier. If I save a map, it`s saved like "Untitled". Is it possible to add a feature, in which you`ll be able to give a name to the map, instead of auto saving it as "Untitled"?
Reply With Quote
  #2815  
Old 2011-11-08, 16:38
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,683
would you accept a tomtom like writing menu ?
__________________
Little Script Adventure[thread][download]
Reply With Quote
  #2816  
Old 2011-11-08, 17:29
Jasiek's Avatar
Jasiek Jasiek is offline
Do the evolution.
 
Join Date: Jul 2003
Location: You forgot Poland.
Posts: 7,723
What's a tomtom?

I guess then there should also be an option to add the main character? "Set Starting point" would place the character.
__________________
Little Script Adventure
Join the Little Script Adventure team
Download Little Script Adventure
Reply With Quote
  #2817  
Old 2011-11-08, 17:34
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,683
Jasiek, did you check the trees in your map ? Is that what you wanted ?
Here is what a tomtom is, and how I forsee to enter data in editor. Yeah it's not elegant, but it's not like I'm going to code an OS !

__________________
Little Script Adventure[thread][download]
Reply With Quote
  #2818  
Old 2011-11-08, 17:41
Jasiek's Avatar
Jasiek Jasiek is offline
Do the evolution.
 
Join Date: Jul 2003
Location: You forgot Poland.
Posts: 7,723
The map crashed for me with some model errors, but I saw the trees in the harbour map and I absolutely loved it!

How about a simple text field btw?
__________________
Little Script Adventure
Join the Little Script Adventure team
Download Little Script Adventure
Reply With Quote
  #2819  
Old 2011-11-08, 17:55
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,683
textfield is more work ... I would do it if it was for a heavy use.
What kind of errors do you get ?
__________________
Little Script Adventure[thread][download]
Reply With Quote
  #2820  
Old 2011-11-08, 18:28
Jasiek's Avatar
Jasiek Jasiek is offline
Do the evolution.
 
Join Date: Jul 2003
Location: You forgot Poland.
Posts: 7,723
I had some tree related errors but there was a conflict with the .map file I had. Fixed it. Trees look awesome!
__________________
Little Script Adventure
Join the Little Script Adventure team
Download Little Script Adventure
Reply With Quote
  #2821  
Old 2011-11-08, 18:40
Jasiek's Avatar
Jasiek Jasiek is offline
Do the evolution.
 
Join Date: Jul 2003
Location: You forgot Poland.
Posts: 7,723
And I've made a height map for the street and noticed the shadows on it don't move when I rotate the light source like they do with normal maps.
__________________
Little Script Adventure
Join the Little Script Adventure team
Download Little Script Adventure
Reply With Quote
  #2822  
Old 2011-11-08, 19:32
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,683
the height map must be combine with normal map !

Hey I was wrong, the textfield was easiest to create ... you can type some text while in save menu, with this limitation :
a to z
NUMPAD 0 to 9 (don't know how to do the normal numbers, in france you need shift)
NUMPAD dot
space
backspace
lower bar
__________________
Little Script Adventure[thread][download]
Reply With Quote
  #2823  
Old 2011-11-08, 20:20
Jasiek's Avatar
Jasiek Jasiek is offline
Do the evolution.
 
Join Date: Jul 2003
Location: You forgot Poland.
Posts: 7,723
What do you mean combined with normal map?

There where two files, _normal and _height, it worked, but it seemed that the shadows where static for the parallax effect despite moving the light source.
__________________
Little Script Adventure
Join the Little Script Adventure team
Download Little Script Adventure
Reply With Quote
  #2824  
Old 2011-11-08, 20:25
David's Avatar
David David is offline
Magic Ball Master
 
Join Date: Dec 2008
Location: Barcelona
Posts: 1,683
do you have same problem in test map ? The box behind ice barrel
__________________
Little Script Adventure[thread][download]
Reply With Quote
  #2825  
Old 2011-11-08, 21:20
Jasiek's Avatar
Jasiek Jasiek is offline
Do the evolution.
 
Join Date: Jul 2003
Location: You forgot Poland.
Posts: 7,723
Build it on ubuntu and yeah, same thing.

Some "walls" of the stones there are always in the shade, and some are lit, no matter the position of the sun. It's like there's a separate static light source for it.

I can see the specular in it changing as the light moves though. I'm not sure tho, maybe that's just how parallax mapping works...
__________________
Little Script Adventure
Join the Little Script Adventure team
Download Little Script Adventure
Reply With Quote
Reply

Tags
awesome, demo, engine, lba, lba1r, little bigger adventure, little script adventure, non profit, opengl, opensource, tools

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Link on mbn main page Vral The site and forum 19 2005-11-04 06:17
main page Neko LBA DM 3 2001-04-29 23:12
Why does no one visit the main site? CS2x The site and forum 42 2001-02-01 19:24


All times are GMT +2. The time now is 15:06.


News Feed
Powered by vBulletin®
Copyright ©2000 - 2021, Jelsoft Enterprises Ltd.
Copyright ©2000 - 2021, the Magicball Network