I finished the graveyard last night whilst having a break from reading through Bloody Massacre and all the associated engine header files.
It will be onto animation next once the code review is complete. Then work commences on extracting the level data I need for the AI engine as the first part of the integration.
(04-30-2013 08:42 PM)Ozmodian Wrote: Looking good Pixel. Thanks for sharing the update!
Thanks and you're welcome. I know I love watching other peoples projects develop.
(04-30-2013 09:00 PM)AndrewBGS Wrote: Very nice stones, plants and trees. As well as other models. Did you make them yourself or you got them from somewhere?
No I didn't make them, I'm a programmer not a modeler. I've been collecting/buying models that catch my eye for many years now from all sorts of sources, slowly building up a good library I can pick and choose from.
I do modify models sometimes if there is a need to, I can manage minor alterations to the geometry, re-texturing etc. I find some 'off the shelf' models require alteration for better physics compatibility, addition of collision meshes and sometimes. The fortification walls in my level for instance required the upper walkways widening considerably to allow for multiple NPCs to pass without physically colliding. I'm guessing the original designer never actually tried them 'in game'.
It's certainly not the ideal way to go, working with a modeler on the team is a much nicer way to work and has so many more advantages especially regarding consistency of look and feel. I'm really just reconstructing my original test level to allow me to develop and test the game mechanics I need for my game. I moved to Esenthel from another engine in March.
Very nice touch with the dry leaves on the ground. I'm wondering how you made that; Is it a different texture, or did you somehow manage to apply the leaves over the normal texture?
@AndrewBGS. Thanks, the leaves are actually just a simple textured plane with normal map. I simply painted them onto the terrain using the vegetation painter.
Nice, I can't tell whether or not that's a bumped texture or you actually have other models there, I really like the medieval style you're going for. Good job.
Thanks again guys for the enthusiastic response, it's a motivating factor for sure as are the many other interesting projects I see in the showcase.
I have now started on the long haul of porting all my code across into Esenthel, in order to bring some life and game play to my level, so won't have much more to show for a while.
[EDIT]Progress is going well, have animated animals and flying birds now after porting a couple of classes over. Have derived a new class from the Animatable class and extended it to support swapping of animations so I can have powered flight and gliding for the bird flight. Have learnt a lot more about manipulating objects in Esenthel today too.
Will get some human characters in there next then start the work on integrating the AI Engine ... no small job unfortunately!
(This post was last modified: 05-11-2013 09:59 PM by Pixel Perfect.)
I did a quick flythrough video of my test level today before moving on to some more coding. The test level still needs a lot adding to it but is sufficient for AI testing purposes, still loads of code to port too.
Video browser doesn't seem to display in IE 10 so here's the link if you can't see it: Video
[EDIT] First character in game, animation appears fine but awaiting my NPC class to be ported:
(This post was last modified: 05-13-2013 07:40 PM by Pixel Perfect.)