Author Topic: Outpost 3d Development  (Read 132752 times)

Offline Celledor

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« on: September 04, 2008, 04:12:10 PM »
Welcome to the Outpost 3D project!

This project have moved from Truevision 3d to Unity3D. It is a huge difference and I will try to focus on the basics to get as much gameplay working as possible. Just don't excpect a full game within a year or two ;)

Content from any erlier versions will be replaced with new when there are some.

I will try to have a playable version on this URL.
(http://www.veus.se/Outpost3D/Unity/OP2.html)

Play, test and ggive feedback on the progress right in your browser!
« Last Edit: January 17, 2013, 04:01:48 PM by Celledor »

Offline Fenrisul

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« Reply #1 on: September 05, 2008, 06:26:01 PM »
http://forum.outpostuniverse.net/index.php?showtopic=3373


Feel free to use those to help :)   Sorry I didn't texture any of them.

Offline Hidiot

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« Reply #2 on: September 06, 2008, 03:41:01 AM »
Yay, another attempt :)

Just don't let anyone flush your drive on it...

Has anyone been recording the number of attempts at such projects?
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Offline Celledor

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« Reply #3 on: September 06, 2008, 07:17:27 AM »
Quote
http://forum.outpostuniverse.net/index.php?showtopic=3373


Feel free to use those to help  Sorry I didn't texture any of them.

Cool thanks, I was hoping that stuff like this was laying around here after all the other projects so that I (or others) didn't have to do all the stuff over again.

If you or anyone else (i'm not that great at it but will give it a try) got the time, start texture some. Theses models only need to be done ones.

Quote
Yay, another attempt

 :)  Yep yet another, and if this one fails there will be another and another until someone just need to pick up the pieces and put them all together.

Quote
Just don't let anyone flush your drive on it...

Has anyone been recording the number of attempts at such projects?

Don't think so, but perhaps this page would have a counter... to inspire people to keep trying.

Will soon start puting source code and other stuff up so that anyone can take a look at it, will make a development special site for it. (I also believe that all the free, open source stuff should be collected in one place so if anyone got more links to more material, please post them)

I'm using Visual C# 2008 with the Truevision 3D engine.
« Last Edit: September 06, 2008, 07:17:50 AM by Celledor »

Offline Hooman

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« Reply #4 on: September 06, 2008, 07:57:50 PM »
Hehe, Hidiot, darn you for speaking everyone's mind. :P


I'm must say I am somewhat impressed that a screen shot was actually posted. Seems like all too many projects are announced before any work is done, and then disappear before any work is presented.

Well, just try to get some small and useful game component completed (and posted) before you decide to up and quit on it. :P

... not that we'll hold it against you if you don't.  ;)  

Offline Celledor

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« Reply #5 on: September 07, 2008, 06:11:46 AM »
Quote
Well, just try to get some small and useful game component completed (and posted) before you decide to up and quit on it.

Will do... :lol:  

Offline Leviathan

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« Reply #6 on: September 07, 2008, 06:16:52 AM »
Nice work!

Please keep working on it :)

Offline Freeza-CII

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« Reply #7 on: September 07, 2008, 07:15:29 AM »
What are those Satelite dishes on the left?  Looks nice tho.

Offline Hidiot

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« Reply #8 on: September 07, 2008, 10:14:34 AM »
Maybe just satellite dishes.

The SF and garage don't have docks and the ground-part of their structures...

The universities blue color looks a bit bad It looks like it's made of large blue squares, instead of a gradient shadow-like texture.

Looking closer I see that that's because the color was just added over the metal texture of the structures. Since it's paint, it shouldn't be affected by the way the structure is build other than by its shadows.

Course if you make a sun moving around, shadows would have to be dynamic, including the color shadows.

Other than that looks good
« Last Edit: September 07, 2008, 10:17:26 AM by Hidiot »
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Offline Celledor

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« Reply #9 on: September 07, 2008, 11:24:04 AM »
Quote
What are those Satelite dishes on the left? Looks nice tho.

Just a placeholder structure and I would like to see a lot of npc campaign buildings so they might be used for that. Also had an idea that you would need to build satellite dishes to have satellites but things like that will come later.

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The SF and garage don't have docks and the ground-part of their structures...

Again, low poly placeholder models... I’m not that good at modeling or texturing so I hope someone else is. Fenrisul gave better models, but they need to be textures and animated.

Right now I'm focusing on making the game work. Graphics come later...


Question:
Is there any place where all the info such a armor, health, description, tech-tree etc. for structures and vehicles are listed? Also game rules as when children are born, chance of accidents happen and all that?

 

Offline vennom

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« Reply #10 on: September 07, 2008, 12:48:22 PM »
seems awsome o.O!

Offline Hidiot

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« Reply #11 on: September 07, 2008, 01:37:23 PM »
There's the outpost text files. They can be extracted from a .vol I can't remember. I used op2mapper for that long ago. You have files with info on any data relating to initial unit/building stats, as well as damage types, etc. Improvements made to weapons or buildings later on can only be found in the tech files, as the game's text files only store base stats.
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Offline Fenrisul

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« Reply #12 on: September 07, 2008, 11:36:47 PM »
Tell you what - if you show me some Lynx vs Lynx combat and some basic pathfinding;  I'll come back and model/texture/animate.  Deal? :)

Offline Hooman

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« Reply #13 on: September 08, 2008, 02:05:34 AM »
Heh.

Sheets.vol is a good place to look for a lot of game variables and stats, but it won't have everything. The tech trees (in Sheets.vol) also have a lot of stuff about the upgrades, but they're fairly large and it might not be quite so easy to read and extract all the info by hand. Many values also seem to be hardcoded into the game. We do have ways that could automatically extract some of the hardcoded info, but you sort of have to ask for specifics to get the code written to do it. There is a lot of internal details posted in the Programming forum (mainly the Coding subsection). If you can't find anything about it in Sheets.vol, then check the Programming forum. If there's nothing there, then ask and we'll probably look into it.
 

Offline Celledor

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« Reply #14 on: September 08, 2008, 04:17:13 AM »
Quote
Tell you what - if you show me some Lynx vs Lynx combat and some basic pathfinding; I'll come back and model/texture/animate. Deal? 

Sounds like a deal!


Hooman, Hidiot, will look into it...

Offline Celledor

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« Reply #15 on: September 14, 2008, 12:28:41 PM »
I have downloaded the mapper but I can't extract the files in sheets.vol... there is some error.

"Non-fatal error in VolManager::ExtractFile: Extraction failed

Err = (-2147467259) Automation error
GetLastError = 0, Erl = 0

OS Version: NT 5.1 Service Pack 2"


Can anyone email me the .txt files?

Offline Hidiot

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« Reply #16 on: September 14, 2008, 01:27:47 PM »
Try extracting one at a time. Extracting all of them at once fails. If extracting one at a time fails, then I'll make you a .rar with them.
"Nothing from nowhere, I'm no one at all"

Offline Sirbomber

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« Reply #17 on: September 14, 2008, 02:07:12 PM »
"As usual, colonist opinion is split between those who think the plague is a good idea, and those who are dying from it." - Outpost Evening Star

Outpost 2 Coding 101 Tutorials

Offline Celledor

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« Reply #18 on: September 14, 2008, 02:39:50 PM »
I tried the VOL Extractor and all files except the sheets.vol worked.

Extracting one file at the time with the mapper also failed for some reason.

Offline Hidiot

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« Reply #19 on: September 14, 2008, 03:11:09 PM »
"Nothing from nowhere, I'm no one at all"

Offline Celledor

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« Reply #20 on: September 14, 2008, 03:59:37 PM »
Thanks

Offline Celledor

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« Reply #21 on: October 11, 2008, 08:49:28 AM »
2 new screenshots (see first post).

The first is an early main menu... I'm trying to make it look the same but in 3D. The planets and the missing Conestoga are 3D models that rotates and more.

The second shows a base and a few Lynx. The building-vehicle scale is diffrent from the original. Vehicles are smaller but (at least I think) more realistic and giving you a better overview and more epic battles. Did a very early battle test (no pathfinding or collision) with 200 vs 200 lynx, still looked pretty cool.

Offline Hidiot

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« Reply #22 on: October 11, 2008, 10:03:13 AM »
Looks really nice, but those lynxes are too tiny. I suggest making them somewhere between 1.4 to 1.6x bigger (I think).

Keep up the good work. You're showing promise.
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Offline Mcshay

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« Reply #23 on: October 11, 2008, 10:11:28 AM »
I think the lynx are fine. I'd expect them to be about that size to fit inside of the structures.

Offline Freeza-CII

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« Reply #24 on: October 11, 2008, 10:57:22 PM »
The size of the lynx is fine Sincve every thing doesnt have to be one tile scale and out of proportion things would look like the belong together even more with proper proportions.