Author Topic: Outpost 3d Development  (Read 122575 times)

Offline Celledor

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« Reply #75 on: January 04, 2009, 08:03:26 AM »
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so cant wait for a beta for me to tes!
seriously send me the beta when it comes 
When I got something for you to test you will know about it... it will probably be some kind of series of beta demos starting with a Menu demo, camera demo, vehicle/structure demo etc. adding more and more functionallity to each one.
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Well, I felt that this project really deserved it's own forum. After talking with Celledor, he sounded interested in the idea -- so here it is, in its very own forum.
Great!
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So, any news?
No not really, have been working on the code structure.

Offline fighter

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« Reply #76 on: January 08, 2009, 04:08:02 PM »
wow... this looks good.   :blink:  im guessing the radar dishes are lasers, cause the laser weapon kinda looks like a radar.
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Offline Celledor

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« Reply #77 on: January 09, 2009, 04:51:58 PM »
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wow... this looks good.   im guessing the radar dishes are lasers, cause the laser weapon kinda looks like a radar.
Nope the radar dishes are just radar dishes... or well they are one of the placeholder test models I use with no real purpose. But I have a simple model for laser "guard tower" ready to use when I get to code that part.

Offline Savant 231-A

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« Reply #78 on: January 10, 2009, 04:59:43 AM »
Just a question though, are you using all the sound fx from outpost2, or using third-party content?
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Offline Celledor

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« Reply #79 on: January 10, 2009, 08:18:54 AM »
I will try to use the sound from outpost 2 but it will be easy to change them later if needed.

Offline Fenrisul

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« Reply #80 on: January 10, 2009, 03:16:19 PM »
Pathfinding and lynx vs lynx :P  Then I come and flesh out the rest of your models :)

Offline Celledor

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« Reply #81 on: January 11, 2009, 11:24:43 AM »
hehe, sounds great.. looking forward to the day that I can show a working stable demo with pathfinding and stuff but, it will take a while but I will get there.

Offline Hidiot

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« Reply #82 on: January 11, 2009, 11:36:32 AM »
Take your time. The last thing we want is you quitting the project for any reasons such as accidentally messing something up bad and feeling too distraught to fix.
« Last Edit: January 11, 2009, 11:36:42 AM by Hidiot »
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Offline Kalshion

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« Reply #83 on: January 11, 2009, 04:25:21 PM »
Everything looks cool, though the buildings need to be touched up a bit (though I'm sure you know that)

I 'might' be able to help, since I do modeling of my own on my own freetime, but texturing is not something I'm very good at (plus, I have no idea what mesh type the buildings and vehicles use, so it's hard to touch them up without knowing whether or not Blender 3D *The program I use* will be able to open them)

 

Offline Celledor

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« Reply #84 on: January 12, 2009, 04:10:22 AM »
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Take your time. The last thing we want is you quitting the project for any reasons such as accidentally messing something up bad and feeling too distraught to fix.
This wont happen i promis, if I would mess something up that would just result in that the project taking longer... programing and designing games is my hobby and I have done it for a while. For me the end product is a bonus and if people like it yet another.

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I 'might' be able to help, since I do modeling of my own on my own freetime, but texturing is not something I'm very good at (plus, I have no idea what mesh type the buildings and vehicles use, so it's hard to touch them up without knowing whether or not Blender 3D *The program I use* will be able to open them)
The placeholder models I made are done in 3ds studio and then exportet into .tvm or .tva which are truevision 3ds model format.

Offline Kalshion

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« Reply #85 on: January 12, 2009, 08:43:24 PM »
Yea, not supported on this end, could be due to how old the model format is but dunno, I'd have to ask on the 3d blender board. *sigh*

The best I can do is export to 3DS format, and then hand them off to someone who uses 3ds, right now I just don't have the funds to buy 3ds.  

Offline Celledor

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« Reply #86 on: January 13, 2009, 09:18:08 AM »
The .tvm and .tva is only used by Truevision 3d and required a special plugin. But when the time comes 3DS works fine as I can do the export and besides the game will most likley require some special info like certain groupnames to identify where turrets rotate on chassis, where light comes from etc.

I will create a well documented standard for this that the game uses.

Offline Moley

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« Reply #87 on: January 13, 2009, 04:30:01 PM »
how you doing?
any progress?
pease tell me you have another movie,
or a screen shot?
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Offline Celledor

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« Reply #88 on: January 14, 2009, 02:00:21 AM »
Well I got animated textures working... Sure I can make another movie it will not show anything new but more of the same.

Perhaps a massive amount of Lynx moving across the landscape (basic movment only no collision, obstacle avoidance or pathfinding  ;) )

Or a Lynx avoiding buildings using a special method (not pathfinding) that finds and uses the buildings corners, sill a bit buggy and alpha state. Will probably not be used once the pathfinding is up and running but I'm testing diffrent things.

Offline Savant 231-A

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« Reply #89 on: January 27, 2009, 03:20:43 PM »
Coding is very hard, so basically, everything you do is fine :D (As far i get some material proof ;) )
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Offline Celledor

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« Reply #90 on: January 28, 2009, 11:34:08 AM »
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Coding is very hard, so basically, everything you do is fine  (As far i get some material proof  )

Yeah it is, but finding a way/the best way to do things is harder most time when you know how to do it it's not hard to code it... but the challenge id the fun.
 

Offline Celledor

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« Reply #91 on: February 17, 2009, 02:14:39 AM »
The "first iteration" of the code structure is complete and I found some dos and don'ts... somethings just ended up good on paper but got to complex when they where used. And as the simplest way is almost always the best way I will rewrite parts.

I have also started to do some work on the interface editor that will make the main menus and sidebar interface much more dynamic than in the Alpha test version. This will take longer to make but when done speed interface things up alot.
 

Offline Hidiot

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« Reply #92 on: February 17, 2009, 06:48:12 AM »
Thank you for sharing your progress  :)  
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Offline Celledor

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« Reply #93 on: February 18, 2009, 01:33:28 AM »
Well sure, thats the whole point of this forum.

Offline Fenrisul

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« Reply #94 on: February 19, 2009, 09:53:48 AM »
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Well sure, thats the whole point of this forum.
I believe that was a dig on the OP3 Genesis project :P Sworn to secrecy.

Offline Sirbomber

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« Reply #95 on: February 19, 2009, 10:08:36 AM »
It would have been funny, but it probably wasn't since he wasn't around for all of that... I think?
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Offline Fenrisul

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« Reply #96 on: February 19, 2009, 11:39:37 AM »
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It would have been funny, but it probably wasn't since he wasn't around for all of that... I think?
Yea; thats why i bothered to mention.

Offline Sirbomber

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« Reply #97 on: February 19, 2009, 02:22:19 PM »
Touche... or something.
Anyways, I'm going to get back to work on my latest plan to bring untold pain and suffering to New Terra.
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Offline Spikerocks101

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« Reply #98 on: February 19, 2009, 07:07:43 PM »
So... how about releasing a demo of what ur working on, just to thrill the croud (or turn em into man eating beasts making you rush the rest)?

and what (not exactly) would be graphic requirements and potential (like crysis good)? that way i can tell if i will put it on my laptop.

good work :P
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Offline Sirbomber

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« Reply #99 on: February 19, 2009, 08:22:00 PM »
He'll release a demo when he's ready, and right now it looks like the game isn't even playable.
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