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Games Center / Archived Projects / Re: Project Aeson -- Blog
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on: 2009-06-03 18:40:39
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No. Fyrestone was cancelled because we finally realized that our one graphic artist could never make the 1000's of models that were required  . But that's okay, I'm glad we learned how challenging video game programming was by trying something like that. In fact I'm surprised (and proud) that we even made it as far as we did. This is an RTS game I've been working on. The theory behind it is 2 to 8 players in an online battle. Each player will control 3 hero characters. Each hero character has 6 spells (no normal attack, just the 6 special abilities). Then it's just an all-out duel. There may be some implementation for teams, but for the first playtest I'll just be focusing on every-man-for-himself combat. The person who lives the longest wins. You can think of it as Footman Frenzy for Warcraft 3 with 3 heroes and no footman.
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5
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Discussions / Jobs and Resumes / Rig/Animator wanted
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on: 2009-04-11 04:35:25
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I have 5 models which I need animated and rigged. The requirements are as follows:
* Must export into md3 format which is then importable into jMonkeyEngine. I will provide a small test program to ensure your models are loading properly.
* Must provide 5 animations: idle, casting, running, dying, and falling (the character must get back up after the fall).
* You may use any modelling software you choose so long as you own a valid license. I don't want Autodesk knocking down my door saying that their spy satellites saw you animate something with an illegal copy of their software.
Contact me immediately for this opportunity. I will pay $5 per model, so $25 total. You may copy and paste the skeleton and animations and re-weightpaint the models if you wish, they all have almost the exact same body structure.
Email me: trussell dot tyler at gmail dot com.
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6
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Discussions / Business and Project Discussions / Re: Open Source or not?
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on: 2008-09-11 07:16:42
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I'm generally pro-open-source on tools / frameworks. If your framework is so specific only your application can use it, then don't make it open-source or your program will be imitated exactly by the next guy to use it.
Before Soconne Inc abandoned their project, I felt their product (which was not open-source) was very close to open-source because it was offered at such a great price. $2500 for 3D Studio Max is very difficult for novice programmers, etc, who will be using the stuff. So I would say if your framework benefits the programming community as a whole and is something on which the creativity of another person can come to life, make it open-source.
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11
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Java Game APIs & Engines / Tools Discussion / Re: Cutting up Heightmaps into smaller squares...
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on: 2008-08-25 01:22:58
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I tried L3DT but it wasn't suitable for my needs, but thank you very much for the recommendation!
As for the DataOutputStream and creating my own, I don't even know the difference between Little/Big Endian (but you are right--the original heightmaps ARE LE, I only know this because I tried both BE and LE on my importer and LE worked).
If you could describe to me the differences between BE and LE so I could get started writing my output stream, it would be much appreciated.
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Java Game APIs & Engines / Tools Discussion / Re: Cutting up Heightmaps into smaller squares...
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on: 2008-08-21 21:28:55
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I crashed my development machine, so I am unable to get to my projects folder and edit the code at the moment, which is the reason I haven't responded to anything. I'm not sure about the file size... I know that it's an array of integers with a size of mapSize * mapSize... Other than that I'm not really an expert on the subject.
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17
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Java Game APIs & Engines / Tools Discussion / Re: Cutting up Heightmaps into smaller squares...
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on: 2008-08-21 06:48:20
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Well the BMP heightmaps didn't work out so spectacularly. There are spaces between each tile and the heights are all wrong. I loved RAW heightmaps, but was never able to cut them up. Let me show you what progress I have made, and perhaps you can tell me if you see something wrong. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59
| package heightmapsplitter;
import com.jmex.terrain.util.RawHeightMap; import java.io.FileInputStream; import java.io.FileNotFoundException; import java.io.FileOutputStream; import java.io.IOException; import java.io.ObjectInputStream; import java.io.ObjectOutputStream; import java.util.ArrayList;
public class HeightMapSplitterTest { public static void main(String args[]) throws FileNotFoundException, IOException { int oldSize = 512; int newSize = 64; String originalName = "mymap.raw"; String fileName = "output/"; int startX = 0; int startY = 0; int numMaps = oldSize / newSize; RawHeightMap oldMap; int[] oldMapData; oldMap = new RawHeightMap(HeightMapSplitterTest.class.getClassLoader().getResource(originalName), oldSize + 1, RawHeightMap.FORMAT_16BITLE, false); oldMapData = oldMap.getHeightMap(); for(int i=0; i<numMaps; i++) { for(int n=0; n<numMaps; n++) { int[] newMap = new int[newSize * newSize]; for (int x = 0; x < newSize; x++) { for (int y = 0; y < newSize; y++) { newMap[y * newSize + x] = oldMapData[(n + y) * oldSize + (i + x)]; } } for(int r=0; r<newMap.length; r++) System.out.print(newMap[i] + " "); System.out.println(); FyrestoneMap map = new FyrestoneMap(newMap); map.save(fileName + (i+startX) + "," + (n+startY) + ".raw"); } } } } |
But the heightmap files never work out.
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18
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Java Game APIs & Engines / Tools Discussion / Re: Cutting up Heightmaps into smaller squares...
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on: 2008-08-21 03:02:23
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I don't have anything fancy at all, really... the TileLoader just grabs heightmaps and converts them into Terrain Geometry then textures them based on if it has designated alphas in the different layer areas.
The only reason I wish to convert from 1 big map to many small maps is because it's easier to design on a larger scale and then split the maps up... that way I can have a big hill that is in the middle of four different maps and it'll still look fine.
My program (FW3D) exports 24- or 32-bit BMP... is what you said still a problem?
The reason I would like to do BMP is because it allows me to simultaneously cut up the heightmap itself, then the alpha maps... along with the fact that I have no idea how to write a 16-bit RAW heightmap file...
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19
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Java Game APIs & Engines / Tools Discussion / Cutting up Heightmaps into smaller squares...
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on: 2008-08-21 02:31:40
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Hey all, This is a more general topic (general meaning non-engine-specific) so I figure this may be a better place to ask my question. First off, a little background. I have a tile-loader which loads tiles which consist of a terrain-splatting technique and a heightmap. The TileManager class detects (based on your coordinates in the world) what "tile" you would be standing on, and then tries to find the heightmap file in the heightmap directory. If it can't find it, it simply loads a default heightmap (to give us endless terrain). I am creating my worlds (both heightmaps and texturing via alpha maps) in FreeWorld3D ( www.freeworld3d.org), so I was wondering if anybody could offer input as to take a heightmap and cut it into smaller squares? What I want to do is calculate how many new heightmaps will come out of the original (i.e. 1024 64x64 heightmaps from 1 2048x2048), then create them and name them appropriately. The naming will be very specific to my application and should be based on their coordinates within the image (i.e. 0,0.bmp; 1,1.bmp; 3,4.bmp). Does anybody have some example code which can take a BMP image and create new smaller images based on subimages? If you do, I'd appreciate it very much. I was originally using RAW heightmaps, but because of the difficulty of doing this conversion with RAW heightmaps I think I'll be using BMP heightmaps. -Tyler
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Discussions / Community & Volunteer Projects / 3D/2D Artist Career Building Opportunity
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on: 2008-08-08 08:42:30
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Hello, Umbra Gaming, the makers of Fyrestone, are currently seeking 3D and 2D artists. This game does not have a high likelihood of commercial success, so there is no guaranteed pay. However, if you are interested in working with us, we'll gladly write letters of recommendation for you so that you can include them with your resume to a commercial gaming company later, or if Fyrestone does go to a commercial company, you'll have a job with us. Anybody interested can check out http://www.umbragaming.com/jobs.html or email me at tyler@umbragaming.com for more information. Thanks. (NOTE: The job can be done completely from home. We will communicate entirely via our private developers' forum. However, it is required of you to be able to speak English well.)
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25
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Game Development / Newbie & Debugging Questions / Re: My Highschool class is making an MMORPG...
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on: 2008-08-06 07:30:50
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Yeah. We're definitely focusing on getting things done rather than trying to do everything at once. What you see in that demo is a tech-demo... proof-of-concept in a way, just to show that we've been doing research and understand terrain, water, sky, fog, character, animation, input, etc.
I'm currently rebuilding the terrain-engine to be more efficient, then putting in some menus for development and we'll be turning to focus on networking. We may be using the DarkStar API instead of JGN, but maybe not. It all depends on the research we do over the next few months.
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Game Development / Newbie & Debugging Questions / Re: My Highschool class is making an MMORPG...
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on: 2008-07-23 10:39:51
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Keep an eye on this thread. We'll probably actually be posting alpha-demos in December to a smaller group (programmers, mostly) to get most of the bugs worked out of the framework, and then we'll be doing Beta testing (offered to more people) for content to make sure it will be popular!  Hopefully the alpha demos can come out in December...
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Add your game by posting it in the WIP section,
or publish it in Showcase.
The first screenshot will be displayed as a thumbnail.
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