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Author Topic:  latest screenshot  (Read 263883 times)

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polyveg

« on: 08, December 2006, 18:44:02 »
http://img471.imageshack.us/img471/7294/screenshotna7.jpg

- if you want to compile client3d you have to choose ogre3d v1.2.3 or v1.2.4 and patch the OgreCamera.cpp file.
- to solve the first quest you have to avoid not walkable tiles (just go 2 step south and then west to the advisor).

grommit

« Reply #1 on: 08, December 2006, 21:30:14 »
Since nobody else has replied yet - that screenie looks really awesome, polyveg.

smacky

« Reply #2 on: 08, December 2006, 21:39:42 »
Hm, it's not even been 3 hours Grommit. ;)

Still, client3d tends not to get the recognition it deserves around here. Hopefully that will change as it gets to a 'playable' state.

Looking good, Polyveg. :) (and lets not forget Red who I understand has a little input into the graphics).

Ellwoodblues

« Reply #3 on: 09, December 2006, 05:10:49 »
NIIIIIIIIICE stuff..  Can't wait to see something I can run around in.

polyveg

« Reply #4 on: 08, February 2007, 19:32:20 »

grommit

« Reply #5 on: 08, February 2007, 21:01:56 »
Looks really good! Is the character looking towards the door automatically because it is a significant object, or did you turn his head?

polyveg

« Reply #6 on: 09, February 2007, 15:54:50 »
thanks :)
no, the idle animation is turning his head.

grommit

« Reply #7 on: 09, February 2007, 16:37:36 »
Oh fine!  I asked, because in Tomb Raider (if I can mention that here!), Lara sometimes looks at things to hint you should investigate...  Quite a nice feature, IMO.

ThePlaneskeeper

« Reply #8 on: 09, February 2007, 18:17:33 »
It looks really nice!  you have made alot of progess since i last saw it.  Good job.

Hate to be a nag but um.... the grain of doors usually goes up and down not side to side... :: ducks ::

The tiles look realy good though, well blended and the room floor had it's tile very sharp.  Pretty impressive.

Hope it continues to get better.

polyveg

« Reply #9 on: 10, February 2007, 09:42:21 »
@grommit:
that would mean you have to set a poi (point of interest) in the editor.

@theplaneskeeper:
I forced red to hurry... so its just a test texture for the door.
Yep, its getting better every day.

grommit

« Reply #10 on: 10, February 2007, 11:28:16 »
Nice idea, Polyveg, to have a POI feature. It could be put down on a square just like any other system object. I wonder if it's worth suggesting - after all it would need client and server support as well. A similar effect can be achieved with a magic mouth, but POI is much more elegant.

polyveg

« Reply #11 on: 11, February 2007, 09:49:56 »
btw, did I mention that we also have windows in the buildings?
they can't be opened, so it still smells like mold inside.


smacky

« Reply #12 on: 11, February 2007, 13:58:53 »
Re POI: Very good idea IMO. You could backport this to 2d by, for example, causing the POI to have a brief layer 7 glint superimposed on it each time it becomes visible.

Re windows: Maybe it's just me but these make the third-height normal walls look weird. Perhaps normal walls seen from the south and east could instead be given a bit of transparency (but of course nowhere near as much as an actual window)?

grommit

« Reply #13 on: 11, February 2007, 17:00:13 »
And a bit draughty in a westerly gale.... :)

Unislash

« Reply #14 on: 16, February 2007, 03:48:19 »
It looks really awesome, Poly :)

I'll try to compile it soon and give you my errors :D

Cheers,
Unislash
Forum Admin/Mapmaker

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