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Plan for Phil Carlisle

by Phil Carlisle · 05/12/2002 (2:49 pm) · 23 comments

Well, we finally got a plan for our little demo. Pascal's done more on the Steam Knight, while Ive been generally messing.

I created an fxFlare class based off melv mays fxLightDB, so now we can place lens flares of all kinds into the editor.. makes nice sun flares (see below) and glowy lights (see SOTD).

I'll be adding some more fx classes together. Ive already got a motion trail class I need to update. Lazer beam class is done (sorta).

Lots of other funky render classes to come. Next up is a grass one I think.

Anyway.. hope you like the screenie.

phil.23v.com/screenies/realms/flare4.jpg
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#1
05/12/2002 (2:52 pm)
You should post it on the ressources Phil :)
#2
05/12/2002 (3:16 pm)
Willdo once we get a few more shots together and a few more classes :)

Phil.
#3
05/12/2002 (3:39 pm)
It's great to see that steam knight in the game, is it animated properly?
#4
05/12/2002 (3:45 pm)
Looks real nice :)
#5
05/12/2002 (4:09 pm)
Gareth, yeah, fully animated. Same anims as the Orc. We are planning some new ones for both sides.

Phil.
#6
05/12/2002 (11:01 pm)
Nice one Phil.

I put lens flare support in last night! Looks like you beat me to it!

Good work Phil.

- Melv.
#7
05/13/2002 (12:29 am)
Hey guys,

Is it possible to add a lens flare and a dynamic light to a projectile??

Now that would look amazing and I would certainly be interested if it was possible
#8
05/13/2002 (1:30 am)
With Melv's datablock version (and the fact that I wrote my fxFlare based on it) then I'd say yes.

I'm going to release a few things like this in a bunch sometime soon. Beam projectiles (lazers) and other simple fx stuff. I'm sure melv is going to do the same.. :))

Phil.
#9
05/13/2002 (3:27 am)
That would be awesome
I would certainly change over all our cannon projectiles in chaos hunters which are currently using particles

This would look so much better :)
#10
05/13/2002 (6:54 am)
I need a bit of direction here Phil so if you want me to make any specific modifications to help out with anything then I would be more than glad to help.

- Melv.
#11
05/13/2002 (8:21 am)
Melv don't ever ofer your help to Phil before you know it he starts hugging you all the time. When he starts about wubbing start running....
#12
05/13/2002 (10:38 am)
Melv, I had a couple of things to finish up on the fxFlare, one of which you could help me with. For some reason I cant get my fxFlare class to load a new texture.

I put a addField for the bitmap name, and that seems to be ok. I did a console function to set the bitmap, which seems ok. I did a function so that when you press the update button it alters the bitmap to match the bitmapname, but for some reason the bitmap doesnt get changed.

Is there any way you could look at getting bitmaps to be updated in the editor in realtime? (It worked fine with guibitmapbutton and stuff, so I'm wondering if its something Ive done in that gamebase). When I traced through, it seems the glName of the texture handle is always the same.

Oh, and currently the flare only shows if your in third person mode OR free camera. I'll see whats up with that :))

Melv, what kind of things you want to do? I'm going to tackle the grass effect next. I did a beam projectile, but I really dont like it that much :))

Ive yet to finish adding my pathing code into the gamebase from shapebase.. but once Ive finished that, all these things will be pathable (having a nice smooth spline path for almost any game based entity is pretty cool imho).

Also, have to finish up the motion trail..

Ohhh! Melv! thats something that'd really really be helpful! you know the attachtoObject? how about being able to attach to node? specifically, I'd like to be able to attach an effect to an object and be able to read node positions from out of the parent object (for instance, if I have a weapon with a "handle and point" nodes, I could attach my motion trail fxTrail class to it and have it make a motion trail behind the weapon as it is moved. If you could do the code to find the nodes it'd make my life a bunch easier.

Phil.
#13
05/13/2002 (10:53 am)
It may sound like a cheap way to get a copy of your code but if you send me the fxflare stuff I'll see what I can muster for you.

To be honest, I just love playing with various fx. I'd be glad to make specific mods to any code you want.

I'll have a look at the bitmap updating problem for you tonight.

- Melv.
#14
05/13/2002 (11:24 am)
No problem Melv, its on its way. I like the idea of swapping between us for differnt bits. This is basically just a ripped down version of fxLight, its all for general release sometime, but I wanted to get a real goody bag of things together first :)) plus I like making the screenshots when I finally get something nice to show.

I added an editor entity and stuff as per your fxLight..

You should have the code in your inbox if you see this :))

Phil.
#15
05/13/2002 (11:29 am)
Thanks Phil,

I've not got it yet but I'm sure it's worming it's way 'round the system to me. :)

- Melv.
#16
05/13/2002 (1:48 pm)
Hold the phone, Phil!

"Oh, and currently the flare only shows if your in third person mode OR free camera. I'll see whats up with that :))"

This is exactly the effect I want for the game I'm working on, Phil! Let me explain: While shooting, looking, etc. the game will be in the first person view. Conversly, when your player is "runnin' and gunnin'" the camera will back out to the 3rd person view (almost like a war-time journalist camera view). This is the beauty of your "bug". As you know, the human eye does not produce a "flare" when looking at the sun and bright light except when looking through glass or a camera. So, when standing and shooting in first person mode there are no flares because your seeing things through your soldier's eyes and when it switches to "combat journalist" 3rd person view the flares would appear!

Am I being crazy or what? Well, I know you're busy but I have a request. When you find a way to fix it for yourself could you maybe leave that as a bool we could turn on or off. Just a suggestion from your humble correspondent. You can easily tell me to take a hike! :)

Thanks for reading,

Scott
#17
05/13/2002 (1:50 pm)
Code amendments done ...

On it's way back to yer' Phil. :)
#18
05/13/2002 (3:05 pm)
Thanks a load to melv. Scott: I'll take a look at adding the bug back into melvs much nicer code :))

Melv: thanks for the comments and updates. Should be useful for the other stuff...

Phil.
#19
05/13/2002 (3:37 pm)
Thanks alot Phil! It may sound like a strange request, but it was a direct hit on one of the features in my design doc. If you find it easy enough to add that in it would be great, but I understand you have bigger fish to fry.

Thanks

Scott

*edit* BTW, sorry to corrupt your .Plan with my stinkin' agenda. I got a little exited.
#20
05/14/2002 (10:32 am)
Scott: no problem at all. FWIW, I'm fairly sure its a difference between Melv's (better) CheckLOS line of site routine and mine (which I cheerfully ripped straight out of the code that draws the name above players heads).

I'll make a note to add the bool into Melvs updated code.

Phil.
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