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Messages - TheMachine02

#16
C++ IS experimentaly available for the CE,  just to say  :P
#17
Animation works by assiging one bone per vertex. It does look quite good actually. And yeah, I'll take care of texture.
#18
Finally got some time to texture a bit  :P So, yeah, I'll give my skill a try too, your model are awesome and are quite a good base to work with  :D

So, I started to follow some blender tuto, and hopefully I'll become a bit more usefull  :P

Face texture :
[spoiler][/spoiler]
#19
Well it already look pretty neat I think  ;)

I am fairly sure you ould up polygons count a bit, up to about ~600-800 ; there will be an optimized model for game taking account premade backface culling anyway, and the other usage will be animation, so it is best to have a bit more polygons here.
For an idea, lara croft III model is about 650 triangles and 350 vertex with a lot of unwanted details to the head  :P

Anyway, that is a good base  :D

EDIT :
Btw for texturing, just do it in 24bits range, my converter will be able to treat it just right, you also have key color transparency. Max texture size is 256x256, but I think 128x128 should be enough for the personnage.
EDIT 2 :
Added wing texture !
#20
So finally got time to gather some thought about the model. Ok I won't hide it, you have a lot of freedom. A loooottt  :P
Those who don't want to get spoilered, don't read, but there isn"t many info anyway. Tried to do a drawing to fix some idea, but you really don't want to see the result <_<

There is quite a lot of colorscheme though (this is more for texturing later). Anyway, if one want to draw a picture of it first to fix idea, well pm it me and I'll share it with other who want to try to model it. If you have any question, well just ask me  :P

#21
Nice  :)

Usually this type of game drive me mad pretty easily but be sure I'll give a try !  :P
#22
Still it is very intensive for the CPU because a lot of geometry is rebuild each frame and a lot of data is send to GPU each frame (oh this is bad !). Anyway it runs okayish on nspire with fairly optimized code, so it will be hard on CE. With a ez80 at true 48MHz maybe but we dont have this at hand :p
#23
What you want to do is most likely triangle rasterisation. You can work with quadrilateral too but it is slighty harder. You'll two thing based on your program. First implement triangle support :it shouldnt be too hard. The algorithm to fill the triangle is based off the general idea to calculate new x endpoint and startpoint at each y coordinate. What is Nice is that you can compute by how much x coordinate vary when incrementing y by one and only deal with addition in inner loop. Drawing is a simple hline with whatever color you want (lightning ? :p)
#24
Yeah minecraft despite his low-poly appearance is still quite heavy for CPUs. You have to build up chunk & many polygons may be needed to be rendered. With significant shortcut such as very low view distance it could be possible though. gLib can still output a heavy number of triangles per frame hopefully  :P
#25
Exactly, since using 3D model for character open a whole world of possibilities against using only 2D precomputed image, especially in lightning (cause yeah, my lightning is quite efficient right now). And even if the speed isn't enough to ouput full 320x240, I have the possibilities to lower the resolution....
#26
Sure, 2D blitting method could also be programmed, but it would be very close to what textured triangle code is, and there is little point to use maybe a little more optimized code which would add a lot of weight to the already heavy program. Futhermore, there isn't many gain to be expected from a custom 2D pipeline, especially that the integration with the 3D will be harder. Better off using 3D pipeline for everything (not UI though  :P )
#27
Well, rendering scaled/rotated 2D sprite is a matter of skipping one dimension and use the exact same code as with 3d rendering. So yeah, draing only two textured triangle and rotating 4 vertex is pretty fast. That could indeed be used.
#28
Indeed the project is more toward an RPG  :P

Anyway, thanks for your response. I'll get a folder with art & design and send it to you (just need to find some time to do it).

For polygon count, gLib is able to push about ~8000 polygones per frame when counting backface culling, but this number lower when considering full screen rendering. (For model however, they can be detailed, triangles which doesn't appears at the screen (if they have a width a 0 for example) are culled quite early in pipeline. Vertex processing performance is around 2200 cycles / vertex lighted, so about 22000 vertex/s . With this in mind, I think model should be about 600 triangles, maybe a bit more, up to 800 triangles. Main issues will be RAM of course, but I'll take care of that don't worry about it. gLib is designed for streaming data from flash anyway.
#29
As you might know, when creating a 3D games, models play an huge part for everything. Even if the engine is one of most important part, what is displayed is even more important.

Some idea about a 3D RPG circle around my head faster and faster with the developpement of color glib. The engine get to a point that it might be usefull for displaying vivid world and monster, in a semi-iteractives framerates  :P
However, my skill with blender and texturing are close to zero : I can retouch some model and rigs the at least, but to create one from ground up, I fail miserably. I could tackle some texturing with the huge image:texture bank I have from ripped game, but don't expect much though.

What do I need ? Well, 3D models ranging from the main character to some monster (even if those can be ripped for testing, and replaced much much later). Ideally those should be low poly enough to be displayed, but I could handle this part (I've have several nice technique to lower poly count, so it isn't much important).

One model I would love to see is a main character. Well, to be honest, I have several idea of what he/she could look like, but I won't describe it extensively if nobody might create it  :P

So, this lead to the main question : who feel he could create a 3D model for a fantasy based 3D RPG in low poly with texture ?  :P

#30
Wings is just an effect of backface culling. So yeah not a bug just model issue.
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