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Author Topic: attn: bbence  (Read 3351 times)
Zaknafein
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« on: December 06, 2002, 10:53:46 PM »

Hey there bbence!

Do you have any website with information/screenshots about Adlerschluss3D? I think your game looks very cool and I'd like to see more of it...

thanks =)
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bbence
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« Reply #1 on: December 07, 2002, 03:41:42 AM »

I'm very glad you like it! Smiley We don't have a website yet, but eventually we'll have to make one. I've packaged some screenies into a zip file for you, you can download it here. Some of them are early screenshots from experimenting, some of them are more recent.
Some info on our progress: we're almost halfway finished with the engine itself, now we've a pretty nice level loader/phraser. We store the level specific information in INI file format and load/render the level accordingly. The weather, landscape, tree, 3DS/MDL, BSP and other rendering is pretty much finished now, so we can say the rendering part (the eyacandy part Smiley) is done. Now we need to develop the collosion part a little since we have to deal with bsp AND landscape in the same level. So it needs a little experimentation. The other problematic part is AI. We almost haven't done nothing at all from it. That's why you can't see enemies on the screenies, even though we have the models already. So that's for it now. Of course I'll inform you all on our progress. We're hoping to be finished with a demo (by which we mean a playable demo) early january if not unforeseen difficulties occur.
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Zaknafein
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« Reply #2 on: December 07, 2002, 01:27:18 PM »

Very cool looking screenshots..... all is missing is a bit dynamic lightning on the level but I know this is hardly ever possible with BSPs....  :cry:

Anywho, looking forward to this demo =)
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bbence
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« Reply #3 on: December 07, 2002, 01:45:15 PM »

Yup, that would be a nice touch I know. Although in early BSP designing stages I could manage to include it in the levels but now since they got more and more complex the compiler throws a bunch of error messages if I want to compile them with light info. Still trying to solve it though because I know how much light can add to a game.
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TheChuckster
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« Reply #4 on: December 07, 2002, 02:14:49 PM »

Why not export them to DXF within Worldcraft/VHE, load them into TV, and use dynamic lighting? Not that I'm doing that with my project...  :wink:
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bbence
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« Reply #5 on: December 07, 2002, 03:17:03 PM »

Quote from: "TheChuckster"
Why not export them to DXF within Worldcraft/VHE, load them into TV, and use dynamic lighting? Not that I'm doing that with my project...  :wink:


Would be too sweet to be possible. You can't texture DXF files. Sad But if anyone knows about a correct MAP/BSP->3DS/X file converter which keeps the textures I'm more than interested! Smiley
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Lil`Buh
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« Reply #6 on: December 08, 2002, 06:02:00 AM »

Quote from: "bbence"
if anyone knows about a correct MAP/BSP->3DS/X file converter which keeps the textures I'm more than interested! Smiley


how much do you pay ?  :lol:

http://www.righthemisphere.com/products/dexp/

this software supports lots of file formats ( unfortunatly not all conversions are possible )

3d Studio *.3ds
3d Studio *.asc
Object File Format *.off
AOFF *.geo
Raw File Format *.raw
DirectX Models *.x
AutoCAD *.dxf
Cpp OpenGL code *.cpp ( !!! )
HomeWorld Geometry *.peo *.geo
LightWave Objects *.lwo *.lw
LightWave Scenes *.lws
3DS Max *.max ( ONLY IF YOU HAVE 3DS MAX INSTALLED uses DCOM objects... i tryed... )
Maya ACSII Scenes *.ma
Maya Binary Scenes *.mb
WaveFront Objects *.obj
RH Internal Format *.rh
Stereo Lithography *.stl
ShockWave 3D file *.w3d
TrueSpace Object *.cob
VRML worlds *.wrl *.vrml
Iris Inventor *.iv
WildTangent Encrypted Fileformat *.wsad
Xdx Scenes *.xdx
SoftImage *.xsi
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bbence
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« Reply #7 on: December 08, 2002, 06:26:01 AM »

Yes, that one I know. But the last time I've checked it couldn't load the textures. But I'll check it out again, maybe. Thanks!
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