Hey Gogert777 didn't you want to help on my project.I bet it will be very happy to be killed by something you wrote as well
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#272Very nice job! I can't believe you wrote that so fastMonocleBios wrote:I've translated risingstar64's code to Blitz3D.
Unfortunately I had to globalize everything since Blitz functions cannot return more than one value and pointers are non-existent in either language.
http://www.mediafire.com/?vrbmeqqbprb0cc5

Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#273Yes i do. What do you want me to do for you? i am at your service.BJFowLer wrote:Hey Gogert777 didn't you want to help on my project.I bet it will be very happy to be killed by something you wrote as well
I'm bad at keeping my emotions bubbled and end up being perfect. It would have been trouble.
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#274Mmm so you can model right? If you can i have a one thing for you to start on. A model for an Scp 610 infected (will provide drawing if needed) it doesn't have to be textured but it would make things easier. Take as much time as you need as i'm still racking my brain over how to use unity. Also feel free to ask for help from me, I'm not the best but i'm sure i could lend a hand. Here's a base picture. I'll draw my own if need be.

Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#276Question: Considering the setting, wouldn't it be interesting to add a waterbody or even a swamp to the forest if possible? Could easily explain the heavy fog. And a perfect setting to make the fog even heavier and possibly place the monster's lair? Plus, swamps and thin trees just compliment each other, and are perfect for a scary atmosphere. Some algae in that part would add extra effect, but could of course prove to be a problem to render in the program.
On the subject of plants: I'd admittedly kill to see some vines growing on those concrete walls. But maybe that's also a bit difficult to implement ...?
By the way, based on the picture in the SCP-860 file, I'm guessing the forest will be a deciduous broadleaf forest?
By the way, Mirocaine, great work on the door (and everything else :mrgreen: ). My only problem with it would be that it looks a bit too neat for being a door giving entrance to a forest. Is it possible to give it a bit of a wheatered effect?
On the subject of plants: I'd admittedly kill to see some vines growing on those concrete walls. But maybe that's also a bit difficult to implement ...?
By the way, based on the picture in the SCP-860 file, I'm guessing the forest will be a deciduous broadleaf forest?
By the way, Mirocaine, great work on the door (and everything else :mrgreen: ). My only problem with it would be that it looks a bit too neat for being a door giving entrance to a forest. Is it possible to give it a bit of a wheatered effect?
http://www.scp-wiki.net/the-things-dr-b ... foundation -> Dr. Bright for president! \o/
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#277The fog is supernatural (it changes colors and grows thicker/thinner by itself and all that jazz) and the whole forest is the monster's lair (now), but I don't see a problem with adding a waterbody. There are many things in that place. I originally was going to write 4 more exploration logs that'd have some other crazy stuff happening and appearing (the final log would still be the last one), but scrapped it since the article was already too long; expading the contents of the forest through the game would be fine.
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#278Share with us your thoughts from that time.

DRIVER_IRQL_NOT_LESS_OR_EQUAL
Atheros drivers SUCK!
Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#279MonocleBios wrote:I've translated risingstar64's code to Blitz3D.
Unfortunately I had to globalize everything since Blitz functions cannot return more than one value and pointers are non-existent in either language.
http://www.mediafire.com/?vrbmeqqbprb0cc5
Wow, that was fast

I'll pitch you a couple forest tile models perhaps in a bit that can be used to test it out. The only problem I can really foresee is the concrete walls actually, since if I made them extremely tall, the textures would have to scale a lot. Right now I'm using stacking seamless wall tiles for testing it, but I'm not sure if that can be implemented in the map generator though.

Also since I'm doing the room tiles in Blender, I'm curious that if I export them to a .B3D if they're collision data for the player/monster is automatic as soon as it's turned into a map generated piece? I think Regalis uses 3D World Studio for building the rooms and stuff, so it has a .B3D export built into it and writes collision data or something in it as well? (I'm a total noob to this).
Another pic of the fog/distance:

Re: MODELING REQUESTS: SCP-860-1 (The Forest)
#280I think I might place the tiles in the room initialization/event initialization, rather than the map generator.Mirocaine wrote: I'll pitch you a couple forest tile models perhaps in a bit that can be used to test it out. The only problem I can really foresee is the concrete walls actually, since if I made them extremely tall, the textures would have to scale a lot. Right now I'm using stacking seamless wall tiles for testing it, but I'm not sure if that can be implemented in the map generator though. :?
Also since I'm doing the room tiles in Blender, I'm curious that if I export them to a .B3D if they're collision data for the player/monster is automatic as soon as it's turned into a map generated piece? I think Regalis uses 3D World Studio for building the rooms and stuff, so it has a .B3D export built into it and writes collision data or something in it as well? (I'm a total noob to this).
If I can find out how the textures are given a static collision in the engine I can implement it manually to tile textures as well.
M-x dingus-mode