Judith on 15/10/2011 at 20:18
Quote Posted by Renzatic
Whoa. Is that in the TDS engine, or in proper UE3? Whichever it was, you did a spectacular job on exporting the normalmaps. It looks almost indistinguishable from your HP source.
Wish I could do that :mad:
Thanks. This is still T3ed, it's faster for me to get basic materials for it. But I have objects ready to be exported to UDK as well.
And first approach to corners: (
http://img689.imageshack.us/img689/7545/111lvv.jpg)
Maybe a bit too washed out.
Yakoob on 18/10/2011 at 04:24
Probably not as flashy as cool photos, but after a bit of struggling I just managed to include, compile and crashlessly run my entire c++ engine from within a .Net based winforms project. So now I have my abstracted away Win32+DirectX9 framework running side-by-side the .Net environment.
Hello using .NET Winforms for much easier Tools programming WHILE having full access to all my non-.Net engine code, data structures, logic, renderer, etc. etc. etc. running live :D
Renzatic on 18/10/2011 at 07:00
Quote Posted by Judith
Thanks. This is still T3ed, it's faster for me to get basic materials for it. But I have objects ready to be exported to UDK as well.
Other than heightmaps, what are you missing? That'd look pretty good inside of UE3 as is.
Yeah. The modelling is good, but the texturing makes it look too brand new to me. Like your building was built only a month or two ago. If I were to suggest one thing to do , I'd say add in a little more weathering detail to the texture. Like maybe a few more rain streaks, and maybe just a tad of discoloring along the edges of your crevices. Or better yet, go in and add some slight bumpiness and variance to your normalmaps. Anything to break up that perfect smoothness by just the tiniest bit. I can see you've got some of that in there, but I'd pop it out a little more to give it some more personality.
Man, I just reread the paragraph above, and damn do I sound like a cheesy fucker. I'm almost surprised I didn't tell you to add in oregano to give it that extra tang of elusive umami. :P
Koki on 18/10/2011 at 07:51
Quote Posted by Yakoob
Probably not as flashy as cool photos, but after a bit of struggling I just managed to include, compile and crashlessly run my entire c++ engine from within a .Net based winforms project. So now I have my abstracted away Win32+DirectX9 framework running side-by-side the .Net environment.
Hello using .NET Winforms for much easier Tools programming WHILE having full access to all my non-.Net engine code, data structures, logic, renderer, etc. etc. etc. running live :D
You will burn in hell
Yakoob on 18/10/2011 at 09:51
If it makes you fee any better, I am only using .Net for the editor and tools. The final game is actually a separate executable project that doesn't use .Net.
Vernon on 18/10/2011 at 09:58
Isn't railing against dot net akin to railing against JVMs and flash? Developers are pretty moist about it across the board. Just look at mono, moonlight etc
Resisting the urge to find you on congo. What year are you in? I'm assuming you're doing compsci?
I have an office in your faculty :D
Bakerman on 18/10/2011 at 20:01
Quote Posted by Vernon
Resisting the urge to find you on congo. What year are you in? I'm assuming you're doing compsci?
I have an office in your faculty :D
Haha, sweet! Second year, actually a combined BE/BSc. Would I know you from classes?
zombe on 19/10/2011 at 15:15
Quote Posted by Bakerman
a bit of procedural generation.
This kind of stuff is one of the things i need to do next. Lots of difficulties with it :( ... so, decided to look around to try to find some info about it.
The only reasonable approach i have come up with for my specific case: putting together 3D sections (like Diablo series, but 3D placement).
Expected result: (A) capped visibility, (B) custom level size range, (C) areas (ie. not just random mess), (D) connections between areas, (E) relatively low granularity.
That is a tad bit difficult (A and B mostly).
A: no idea atm (view point is in-world and not top-down. cannot use fog etc - so, need to ensure the chosen section configuration limits view).
B: no idea and a serious problem.
C: using seed sections and coloring (aka. marker that spreads with the seed and limits what sections can be used).
D: seed sections are placed with a ruleset that ensures that option for connections with relevant other seeds are virtually unavoidable - color is used to detect whether a connection is allowed/made/still-needed.
E: not a problem in itself, but completely fucks up B. ... just try randomly again till some acceptable result is found - is bound to fail badly at some point.
So, looked around:
* torchlight: uses "variations" - (
http://www.youtube.com/watch?v=sMqkJD7fQq8) - absolutely terrible idea and of no use for me.
* diablo 3: uses what 2 & 1 used, but with much higher granularity (!!!) - (
http://www.youtube.com/watch?v=_9NLRDAs0YA) - yeah, the granularity is so extremely huge that just randomly trying is enough. No use for me either.
Any other games i should investigate?
Volitions Advocate on 19/10/2011 at 18:33
Is anybody else having trouble lately installing the DirectX SDK? I need its headers and libs to compile my 3d engine, but I keep getting this "s1023" error and it wont install properly. There are other forums were people complain about it but nobody really has a real answer. Have any of you guys used the SDK and had this problem? I'm installing the june 2010 version.
Judith on 21/10/2011 at 09:42
Quote Posted by Renzatic
Yeah. The modelling is good, but the texturing makes it look too brand new to me. Like your building was built only a month or two ago. If I were to suggest one thing to do , I'd say add in a little more weathering detail to the texture. Like maybe a few more rain streaks, and maybe just a tad of discoloring along the edges of your crevices. Or better yet, go in and add some slight bumpiness and variance to your normalmaps. Anything to break up that perfect smoothness by just the tiniest bit. I can see you've got some of that in there, but I'd pop it out a little more to give it some more personality.
Man, I just reread the paragraph above, and damn do I sound like a cheesy fucker. I'm almost surprised I didn't tell you to add in oregano to give it that extra tang of elusive umami. :P
Nah, you're right, in a way. But it also means I'm getting the desired effect :) This is meant to be almost-brand-new building and the overall setting as well. All games use organics or dirt to break up the pattern these days, I'm kinda bored with that. I'd like to try more clean style but without this artificial look you typically get.