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syn9
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small pretty demo
« on: August 07, 2004, 12:36:49 PM »

http://www.syn9.net/download/d3.zip

use up/dn keys to zoom in/out



uses dqb, maps done in the map editor i made for vampira
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KiZ
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Posts: 2879



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small pretty demo
« Reply #1 on: August 07, 2004, 01:13:19 PM »

O_o

I want your babies







..








No actually.





..




Now on to the main feature: The level is wicked, although the bat file wont run, gives me an error message saying "program stop on line 0 of module d3". Running the exes by themselves work, but freeze at unexpected times.
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syn9
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small pretty demo
« Reply #2 on: August 08, 2004, 12:26:52 AM »

woops, forgot to mention, use the mouse to rotate the view
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nebula
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« Reply #3 on: August 08, 2004, 07:54:03 AM »

It looks great!

Keep up the good work!

Btw - what is vampira?
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relsoft
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« Reply #4 on: August 08, 2004, 07:59:13 AM »

Awesome!!!

Hey, is this the same one you sent me?  Cool!!! Be sure to finish that tute asap so I could include it on the 3d series. :*)

BTW, why are you still using euler angles?  a camera transform using 2 points is better and simpler and yes faster. :*)

BTW, can you put up DL of your map ed?
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y smiley is 24 bit.


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Z!re
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small pretty demo
« Reply #5 on: August 08, 2004, 09:17:31 AM »

Really nice!

I like the lights!


*ohh bright light!*


Would it be possible to make it you could actually walk through the map?

And how large can the maps be?
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syn9
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small pretty demo
« Reply #6 on: August 08, 2004, 11:44:12 AM »

thanks,

the maps cant be extremely large, only like ~1k polies and still get a good fps on my comp.... but, it just needs more optimization to fix that... as for the map editor, its got some very key parts missing from it or that need to be fixed, as well as a tutorial on how to use it, heh, but here are some shots if you want to see what it looks like

the finished room:
http://syn9.rpgdx.net/maped1.jpg

the room while generating the bumpmapping/lightmaps
http://syn9.rpgdx.net/maped2.jpg
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whitetiger0990
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« Reply #7 on: August 09, 2004, 02:03:45 AM »

>O_O<

As said by the late DP...
"I want your babies"

That looks awesome. Keep up the good work or whatever. >^_^<
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I will byte and nibble you bit by bit until nothing remains but crumbs.[/size]
Blitz
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« Reply #8 on: August 09, 2004, 03:22:38 AM »

Prelit textures and affine texture mapping is the past.
http://forum.qbasicnews.com/viewtopic.php?t=6527
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oship me and i will give you lots of guurrls and beeea
relsoft
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« Reply #9 on: August 09, 2004, 05:08:00 AM »

Quote from: "Blitz"
Prelit textures and affine texture mapping is the past.
http://forum.qbasicnews.com/viewtopic.php?t=6527

LOL. Yeah, you should try and make anything 3d with UGL now as it supports Perpective and realtime Gouraud shading.  It's also blazingly fast!!!
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KiZ
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« Reply #10 on: August 09, 2004, 09:28:17 AM »

Quote from: "whitetiger0990"
As said by the late DP...

O_o

Im dead?




...



Anyway, Syn9, do you know what could be causing the errors whilst running the demo on my system? (I explained them in my earlier post)
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whitetiger0990
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« Reply #11 on: August 09, 2004, 02:01:04 PM »

Quote from: "dark_prevail"
Quote from: "whitetiger0990"
As said by the late DP...

O_o

Im dead?

Took you long enough to notice xD

Quote from: "dark_prevail"

Anyway, Syn9, do you know what could be causing the errors whilst running the demo on my system? (I explained them in my earlier post)


I don't get any problems =\ (Ish running win98)
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Nexinarus
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« Reply #12 on: August 09, 2004, 04:43:25 PM »

dark_prevail, im just guessing here but your probably running Windows XP. The problem is the shortcut files (the two .pif files) in the memory tab of the properties have been set, well not wrong but just specific to certain people. Its best to use auto allocation. Change all the memory allocation to auto and it should run.
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adosorken
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« Reply #13 on: August 09, 2004, 06:00:17 PM »

Not a bad lil demo syn9, but you'd definately get more speed using ugl. dqb is ancient and slow compared to ugl.
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'd knock on wood, but my desk is particle board.
syn9
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« Reply #14 on: August 09, 2004, 08:48:40 PM »

thanks guys, yes, it would be a lot better if done in ugl.  im not sure what my coding plans are, someone was talking about that i should take back up zero g 2 with ugl... that would be really cool, but i dont think i have the time, and im not sure what kind of story it would have....

i really love the look of the lightmaps. because the room can have any number of light sources, and have each pixel on each texture have bumpmapping/light calculations from the light... though, its still prerendered, i think it looks yum

yea, blitz, i saw that demo, its pretty cool.  but, if i plan on doing something of that calibre, i'll more than likely just use opengl
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