Re: SCP-860 implementation list + discussion

#113
While your designs are rather nice (I actually like the latter one quite a bit), I don't think that they fit for 860. I prefer Moonsaber's concepts immensely to be honest, not to mention that the model has already been made for it, and it's already in the process of animation.
It slep time bunner.

Re: SCP-860 implementation list + discussion

#115
juanjpro wrote:Here's a procedurally generated mesh for the forest:
Spoiler
Image
Download link: https://www.mediafire.com/?p6y3idp2edw689a

The height and brightness of each vertex is randomized, if we adapt this to texture the mesh with RisingStar's algorithm, it might look pretty good. Making it spread "infinitely" by the sides shouldn't be too hard to do. What do you think?
I think it would be perfect. The fact that you are familair with Blitz already really is a huge help. Earlier in this project's development there was some discussion about what should happen when the player wanders too far away from the path. Some people suggested the map wrap around to the other side if the player goes far enough horizontally. Others said it should continue to be generated as the player wanders farther away with sections that are no longer within a certain range from the player being written to a file. There was also the suggestion that if the player wanders too far, the path should disappear completely from the map and the monster should close in on the player. For the time being, I think we should just wall off the horizontal boundaries. Once we have more of the forest working we can change it pretty easily.
Also, thank you for posting the source each time you create an update. This ensures that we don't lose any more data, and makes it a lot easier for us to work with your code as you write it.

Re: SCP-860 implementation list + discussion

#117
juanjpro wrote:Okay, so here's the mesh with the algorithm:
Spoiler
Image
https://www.mediafire.com/?0y8mcj7jcba5bnv
It still needs to be worked on, but the path is visible.
So now we want to do this through a dynamic mesh? I originally had a tile system implemented that worked out alright.. but if a dynamic mesh system could be implemented that might be cooler.. Whatevers more convenient for you :)

Does this mean I should probably finish those concrete wall models for the mesh? Or can that be generated?

Re: SCP-860 implementation list + discussion

#118
Mirocaine wrote:So now we want to do this through a dynamic mesh? I originally had a tile system implemented that worked out alright.. but if a dynamic mesh system could be implemented that might be cooler.. Whatevers more convenient for you :)

Does this mean I should probably finish those concrete wall models for the mesh? Or can that be generated?
Walls can be generated, but if you're modelling them, that might look better. Modeled tiles might also look better than the current dynamic mesh, but the forest wouldn't be completely randomized.

Re: SCP-860 implementation list + discussion

#119
juanjpro wrote:
Mirocaine wrote:So now we want to do this through a dynamic mesh? I originally had a tile system implemented that worked out alright.. but if a dynamic mesh system could be implemented that might be cooler.. Whatevers more convenient for you :)

Does this mean I should probably finish those concrete wall models for the mesh? Or can that be generated?
Walls can be generated, but if you're modelling them, that might look better. Modeled tiles might also look better than the current dynamic mesh, but the forest wouldn't be completely randomized.
I think tiles would be best, though the dynamic mesh is an interesting idea (never knew Blitz3D could do such a thing) but its looking a little low-poly based on the screenshots. Although it would solve the problem of perhaps having hills or ravines later on. I think the tiles would still be sufficiently randomized. (Each tile has 2 tree's in a random spot on it, maybe a rock or twig; some "special" tiles spawn in some areas of the map, etc).

Heres the tile package (hardly believe I saved it) It has several tiles all in .b3d format
http://www.mediafire.com/download/yoo3x ... _scpcb.zip

Apparently I still didn't convert the trees or rocks to .b3d so I'll have to do that later on. I don't think I included walls in that either, just pathway tiles, forest floor tiles and one "Special" tile that involved a hole in the ground.