Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#251
risingstar64 wrote:I decided to give this a try myself.
http://www.mediafire.com/?ymv7wwrcyuv72nf
unzip and run scp_forest_generator.exe. A file named grid.txt will be created, and should look something like this:
I don't usually build python scripts so I'll be curious to see if it came out ok
I would love to do this in python instead. Dim arrays in Blitz are never fun to deal with, as I have to worry about them more than the algorithm at hand.
(I suck at algorithm design, I'm more of a logic/wrapper guy myself)
M-x dingus-mode

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#252
MonocleBios wrote:
risingstar64 wrote:I decided to give this a try myself.
http://www.mediafire.com/?ymv7wwrcyuv72nf
unzip and run scp_forest_generator.exe. A file named grid.txt will be created, and should look something like this:
I don't usually build python scripts so I'll be curious to see if it came out ok
I would love to do this in python instead. Dim arrays in Blitz are never fun to deal with, as I have to worry about them more than the algorithm at hand.
(I suck at path finding algorithms btw, more of a logic/wrapper guy myself)
Unfortunately I don't have Blitz3D, so I've not used the language before (BlitzMax?). If you find that you would like some assistance I could attempt to translate what I have written to Blitz code. Other than that I suppose my python scripts won't be of much use :)

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#253
risingstar64 wrote:
Unfortunately I don't have Blitz3D, so I've not used the language before (BlitzMax?). If you find that you would like some assistance I could attempt to translate what I have written to Blitz code. Other than that I suppose my python scripts won't be of much use :)
Think python, but replace all text parsing, array sorting, and all other useful functions of the language with awkward 3d api functions.
Oh, and arrays are of static length, sometimes... And you can't pass them to functions without wrapping said array inside a type.

I could translate your python scripts as well. I only started programming in Blitz about a month ago, coming from C/++ and python.

If you want to help, go right ahead. You're probably more suited than me at this anyway.
M-x dingus-mode

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#254
MonocleBios wrote: Think python, but replace all text parsing, array sorting, and all other useful functions of the language with awkward 3d api functions.
Oh, and arrays are of static length, sometimes... And you can't pass them to functions without wrapping said array inside a type.

I could translate your python scripts as well. I only started programming in Blitz about a month ago, coming from C/++ and python.

If you want to help, go right ahead. You're probably more suited than me at this anyway.
Hmm, alright then. It's pretty late where I am at the moment, but tomorrow I will re-write and comment my code to make it a bit more readable, and then I'll post it or pm you; whichever you prefer. Assuming I stick with this project I will probably end up grabbing myself a copy of Blitz3D at some point as well ;)

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#255
risingstar64 wrote:I decided to give this a try myself.
http://www.mediafire.com/?ymv7wwrcyuv72nf
unzip and run scp_forest_generator.exe. A file named grid.txt will be created, and should look something like this:
Image
I don't usually build python scripts so I'll be curious to see if it came out ok
HOLY SHIT!
Image
I WANT TO [REDACTED] INSIDE TWILIGHT SPARKLE
DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#256
Okay, update! I've revised + textured a new simple door model:
Image
Doorknob close-up: http://i336.photobucket.com/albums/n350 ... f2d580.png

'Dramatic' Shot: http://i336.photobucket.com/albums/n350 ... ccde58.png

So here's the current concrete wall texture I'm using to get a good idea of the wall, as well as the door in-testing with the forest and player scaled height, etc. (Note the concrete isn't final or mine).
Image
Edit:

And yes, I am back for now =) got my work laptop here now so things will speed up.
risingstar64 wrote:I decided to give this a try myself.
http://www.mediafire.com/?ymv7wwrcyuv72nf
unzip and run scp_forest_generator.exe. A file named grid.txt will be created, and should look something like this:
Image
I don't usually build python scripts so I'll be curious to see if it came out ok
Wow, you do modelling and scripting? @_@

This is exactly how I imagined the first level generation for the first playable release of the forest; Only things I can add is to make the branched out paths go forward more (instead of sideways) in order to confuse the player, otherwise it sort've runs the risk of the player always wanting to run in a straight line in order to get through the forest the fastest. As well, some path branches should have a '4' probably for the cobble room tiles to spawn.

One more thing I might request is for the '0' tile generation to randomly have a very low chance to spawn a '5' tile or likewise that represents a 'special' tile that can appear. ;)

I'm curious however how this might be translated over to SCP:CB's map generation Algorithm in BLITZ3D though, it's a great visual however. Perfect.
Last edited by Mirocaine on Tue Jan 22, 2013 5:30 am, edited 2 times in total.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#258
Nice to see you back, Miro. The door looks great and relatively simple, like how the Foundation would do it, but I feel like that wood is too polished for their standards. To activate 860, all they would need is a slab of wood on hinges with a standard lock. Nonetheless, it looks great, alone and in its environment, just maybe a more 'raw' wood texture would look better in its place.
It slep time bunner.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)

#259
Mirocaine wrote: Wow, you do modelling and scripting? @_@

This is exactly how I imagined the first level generation for the first playable release of the forest; Only things I can add is to make the branched out paths go forward more (instead of sideways) in order to confuse the player, otherwise it sort've runs the risk of the player always wanting to run in a straight line in order to get through the forest the fastest. As well, some path branches should have a '4' probably for the cobble room tiles to spawn.

One more thing I might request is for the '0' tile generation to randomly have a very low chance to spawn a '5' tile or likewise that represents a 'special' tile that can appear. ;)

I'm curious however how this might be translated over to SCP:CB's map generation Algorithm in BLITZ3D though, it's a great visual however. Perfect.
Miro the forest is already looking great. I can't wait to see it with the final concrete texture and randomly spawned assets :)
In response to your requests:
Image
http://www.mediafire.com/?gqpt6dj2opszqnq
there is a very small chance for each 0 to become a 5, occasionally a branch will be 4s instead of 1s, and there is now a much greater chance for branches to jut out, and then go forward rather than continuing out.
I will work with MonocleBios to convert this into Blitz code.