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PSP Dungeons: Assault Run - 3D Editor

This is a discussion on PSP Dungeons: Assault Run - 3D Editor within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Zitat von Frack Charnold, I think it could be possible to put one texture with alpha transparency on one invisible ...

  
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    Zitat Zitat von Frack
    Charnold,
    I think it could be possible to put one texture with alpha transparency on one invisible component (for the foliage), the others parts of the tree will be built with usual components.
    For more complex map objects like trees, I want to add (md3) model loading in the editor. But yes, components with transparency would also be interesting, then we could have doors/windows with semi transparent glass or render fences with just a few polygons...



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    MD3 models seems to use less fps than the components made with the engine.

    It seems that the engine is rendering the components behind another components even if they are not seen (behind a wall for exemple).

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    Zitat Zitat von Frack
    MD3 models seems to use less fps than the components made with the engine.

    It seems that the engine is rendering the components behind another components even if they are not seen (behind a wall for exemple).
    Rendering the md3 models is part of the engine ;-)

    Right, I'm rendering the md3 models and the level components in different ways:

    md3 objects:

    - no multitexturing, no lightmapping, no software polygon clipping, many polygons with the same texture...
    - md3 objects outside the FoV, hidden by fog or behind the z clipping plane are culled

    level components:

    - currently, ALL components of the current map area are rendered (using z distance clipping)

    both can still by optimized in a lot of ways... :-)

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    Zitat Zitat von Frack
    Charnold,
    I think it could be possible to put one texture with alpha transparency on one invisible component (for the foliage), the others parts of the tree will be built with usual components.
    also a invisible component for glass =)

    edit: lol i didnt realize i was so late... i only read fracks message at first lol

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    UPDATE2: Castle

    i calculated the geometry but im still getting black and white "lines" in between some "textures"

    neat features iv put in/tricks

    -water (that has depth)
    -once you enter the castle, it loads a new map(in progress) of the inside of the whole castle.


    I WILL NOT BE RELEASING IT JUNE 3RD! Im not finished with that i want out of it.
    Geändert von BTR711 (06-01-2008 um 09:58 AM Uhr)

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    1. Any estimate as to the release of enemy AI? Im sure pretty much everyone would be fine with poor AI over no AI, so any release would be greatly appreciated.

    2. How do you make something transparent?

    3. How do you give your maps background music? Just a track playing in the background, looping, one after another, zones, or just ambient sound would be great.

    4. The GUI from previous releases would be cool to have again, like the heath% and weapon ammo gauge, preferably optional though.

    5. In previous versions there was an option to change the control scheme. That would be cool to have back

    6. Thank you for this. I love the level editor, and the thing itself beats all other homebrew fpss senseless.

    7. Sorry, #'s 4-6 were not questions.

    8. Neither was 7.
    -= Double Post =-
    just open map editor, map areas, edit skybox, click ok, and the program locks up.


    work around: just put in the number of the texture

    using default hp a1440n
    -= Double Post =-
    ramps don't work too hot... Gonna have to use stairs...
    Geändert von bartamues (06-02-2008 um 12:31 PM Uhr) Grund: Automerged Doublepost

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    About the lock up: I've heard this from several people now, don't know, maybe it's a bug in the wxWidgets classes, I've recompiled the editor using the newest version of the wxWidgets:

    http://www.caweb.de/psp_dar/Dungeons3DEditorWX287.zip

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    the new frack levels are looking amazing.

    also can't wait for this game with ai it will be amazing.

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    Is someone making this into a game? I tried it out and it looks really promising, just needs something to do on it. Love the detail and how smoothly the game runs. Would make a great FPS with some Multi-Player maps.

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    just a little preview of mine


    Instead of the game you get a pic of the game :ROFL: lol

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    Zitat Zitat von Physicist
    Is someone making this into a game?
    I guess you haven't been reading up or have prior experience with the original PSP Dungeons 3D game. Check out the older PSP Dungeons game for a taste of what's in store once charnold is done with the new engine.

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    problem w/ the map editor, in the shadow rendered view, walls disappear when viewed from one side. Also, having trouble with the mapareas concept. If someone could walk me through it very slowly and detailed, I would really appreciate it.

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    Zitat Zitat von bartamues
    problem w/ the map editor, in the shadow rendered view, walls disappear when viewed from one side. Also, having trouble with the mapareas concept. If someone could walk me through it very slowly and detailed, I would really appreciate it.
    You can have "open" or "sealed" mapareas (set this in the maparea properties)

    - When you mark your maparea as "sealed" and calculate the game geometry (with the shadow/lightmaps), the editor removes some polygons, that are outside (saves some rendering time, you can't see them in the game anyways). This means, you should use the option "sealed" only for closed areas/rooms.

    The mapareas work like this: (out of the readme files)
    - first you have 1 maparea. Add floors, walls, doors, enemies... to this area (in my level 1 area is 1 room).
    - then add another maparea. Put floors, walls, doors... into the 2nd maparea
    - then connect a door of the 1st maparea with a door of the 2nd maparea so you can walk between the areas
    - make the connections axis alligned (at least almost)
    - the game engine currently renders everything, that is in the current maparea, you're in, so this will cause slowdowns, when there are too many objects (or enemies) in one area. The total size of the map is no speed/fps problem, only a memory problem (btw: the free ram is reported in the data/system/log.txt, after you load the map on the PSP). There is also an option not to load the whole map at once, but just the current maparea.

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    Alright. Had my rooms sealed not open when they were in fact open. Oops. How's the AI coming btw?

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    Zitat Zitat von bartamues Beitrag anzeigen
    Alright. Had my rooms sealed not open when they were in fact open. Oops. How's the AI coming btw?
    go to his website (click his name and look for his homepage) and you will see 1 screen shot of his enemy AI. its pretty cool

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    New idea:

    Glass/invisible wall, you could have a texture that has no color, so its just invisible, but to were the player had collision detection on the component but no lightmap render on it.. for the texture... it wont be 100? invisible.. it could have a tint of some sort of color, but to make it so you can see the other side. it could be a bran new component because lightmaps wont effect it.

    also a "destructible" component could be nice too: when you shoot it it falls apart. this with the glass wall could be neat but for it to be noticeable you could have a darker/almost invisible texture

    idono, just a few ideas.


    water is hard... =\ right now i have it so you fall into water... blue fog...yikes its hard to get it to look like your swimming =\
    Geändert von BTR711 (06-11-2008 um 04:55 PM Uhr)

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    Zitat Zitat von BTR711 Beitrag anzeigen
    New idea:
    New idea:

    Glass/invisible wall, you could have a texture that has no color, so its just invisible, but to were the player had collision detection on the component but no lightmap render on it.. for the texture... it wont be 100? invisible.. it could have a tint of some sort of color, but to make it so you can see the other side. it could be a bran new component because lightmaps wont effect it.

    also a "destructible" component could be nice too: when you shoot it it falls apart. this with the glass wall could be neat but for it to be noticeable you could have a darker/almost invisible texture

    idono, just a few ideas.


    water is hard... =\ right now i have it so you fall into water... blue fog...yikes its hard to get it to look like your swimming =\
    Sweet, I've used a very gentle slope into the water to make sure the colision detection doesn't interfere much. It's hard to get the look of the water right, since it has no depth the textures are ontop of the component. I guess it's just expermenting with textures. And like you said, a swimming feel is hard to acheive. Maybe if we were able to use more in-game sounds it would be easier.

    Invisable components has to be on the to-do list as being able to create windows etc would really add a new level of diversity to the game.

    I think triggers would be really good too. A tigger could be used to move a component once the player walks into a certain area like a door opening or closing when a player enters/exits a room.

    Good luck with your game.

    JamesX

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    I played some guys Halo mod for this engine. I have to say it's pretty good when things actually shoot back at you.
    Is anyone making anything substantial for this? I played the game that looked like Stargate and that was brilliant apart from no AI, and nothing to do.
    I'd just like to know what everyone's up to with this. It's got great potential.

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    Zitat Zitat von Physicist Beitrag anzeigen
    I played some guys Halo mod for this engine. I have to say it's pretty good when things actually shoot back at you.
    Is anyone making anything substantial for this? I played the game that looked like Stargate and that was brilliant apart from no AI, and nothing to do.
    I'd just like to know what everyone's up to with this. It's got great potential.
    thats the old dungeons engine.

    as for stargate, thats using the new engine it looks awesome and charnold is working on AI right now.

    JamesX
    i have actually been working on a game that has triggers... im tying to make my mod as open as posipal (like gta) but sooner or later you will hit a trigger to send you to the next level. Its hard to explain... also i have my maps set up so its still open but to get better frame rate i split the map in 2 parts. one has 1/2 the map full of detail and the other does not. then once you hit the trigger/load next level component it loads the second half of the map. Though its not smooth yet but im working on it =-)

    also iv put some clever tricks to make you go to the next level

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    Zitat Zitat von Physicist Beitrag anzeigen
    I played some guys Halo mod for this engine. I have to say it's pretty good when things actually shoot back at you.
    Is anyone making anything substantial for this? I played the game that looked like Stargate and that was brilliant apart from no AI, and nothing to do.
    I'd just like to know what everyone's up to with this. It's got great potential.
    Zitat Zitat von NeilR Beitrag anzeigen
    Zitat Zitat von Physicist Beitrag anzeigen
    Is someone making this into a game?
    I guess you haven't been reading up or have prior experience with the original PSP Dungeons 3D game. Check out the older PSP Dungeons game for a taste of what's in store once charnold is done with the new engine.
    If my previous answer is insufficient for you maybe you should just read the thread.

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    NOTE:This is a joke with what im about to say

    Zitat Zitat von NeilR Beitrag anzeigen
    If my previous answer is insufficient for you maybe you should just read the thread.
    Sir who is there right mind would ever make a game out of an awesome game engine? Honestly who would want too? its only the best looking Homebrew game for the psp out there with an awesome editor!

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    Zitat Zitat von NeilR Beitrag anzeigen
    If my previous answer is insufficient for you maybe you should just read the thread.
    No it was not substantial I do not want to read 40 pages. I was hoping to find out what people are doing right now not what they were doing a month ago. I already got a response anyway and I'm pleased.
    Don't keep telling me to read the entire topic please, it's not entirely helpful.

    Zitat Zitat von BTR711 Beitrag anzeigen
    thats the old dungeons engine.

    as for stargate, thats using the new engine it looks awesome and charnold is working on AI right now.

    JamesX
    i have actually been working on a game that has triggers... im tying to make my mod as open as posipal (like gta) but sooner or later you will hit a trigger to send you to the next level. Its hard to explain... also i have my maps set up so its still open but to get better frame rate i split the map in 2 parts. one has 1/2 the map full of detail and the other does not. then once you hit the trigger/load next level component it loads the second half of the map. Though its not smooth yet but im working on it =-)

    also iv put some clever tricks to make you go to the next level
    This sounds really good. So is it actually looking like GTA in first person?

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    Zitat Zitat von Physicist Beitrag anzeigen
    This sounds really good. So is it actually looking like GTA in first person?
    errr... not really.... when i say gta like i mean its open and not 100% liner... theirs diffrent ways to do things. + its on a semi big map

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    does anyone have some ww1 or ww2 quake models? because im starting a new game... it will be great for AI

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    Zitat Zitat von bartamues Beitrag anzeigen
    Alright. Had my rooms sealed not open when they were in fact open. Oops. How's the AI coming btw?
    I've uploaded a new version with simple AI:

    download



    New in version 1.0.4

    editor changes:

    - game geometry view shows enemie's attack animation frame with the bullet's starting position

    game changes:

    - simple enemy AI:
    - enemies check, if they see the player and alarm other enemies
    - enemies are alarmed when the player shoots
    - global alarm stops when no enemy sees the player for some time
    - enemies evade when the player aims at them
    - enemies try to aim at the player, when they are in alarmed state
    - enemies shoot at the player (visible bullets)
    - collision detection bullets - player, player dies after some hits

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    Awesome, downloading it NOW

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    Thanks for the update charnold. This news made my day.

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    Great work Charnold. It was well worth the wait! It's given me a little boost to get working on my maps again .

    I know you've just released 1.0.4 but I was woundering what your plans are for 1.0.5? Will we see the ability to add in MD3 models as components? Or maybe the 'invisible component' mentioned earlier.


    Anyway, once again excellent work. You really are making this editor into something special (well it's special anyway but you get my drift).

    Thanks,
    JamesX

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    Where's that thing with the giant eyeball from the screenshots?
    I wanted to see that. The enemy looks like its shooting fireflies at you through jelly lol they're so slow. Still it's nice that they actually try to evade and stuff.

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    Awesome man. Tks much.


 
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