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SyntaxBomb - Indie Coders
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3D TileEditor
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Topic: 3D TileEditor (Read 8826 times)
Steve Elliott
Hero Member
Posts: 2918
elgol 2021
Re: 3D TileEditor
«
Reply #15 on:
February 13, 2018, 03:29:25 PM »
Quote
It's certainly atmospheric and you can see how the Inferno game will possibly look...
Yep, I agree. Good stuff.
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Windows 10 64-bit, 16Gb RAM, Intel i5 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)
MacOS Big Sur 64-bit, 8Gb RAM, Intel i5 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB
Linux Mint 19.3 64-bit, 16Gb RAM, Intel i5 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)
Raspberry Pi 400, Pi4, BBC B, C64, ZX Spectrum
RemiD
Hero Member
Posts: 1128
Re: 3D TileEditor
«
Reply #16 on:
February 13, 2018, 07:12:29 PM »
nice fire effect
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DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0
GaborD
Sr. Member
Posts: 349
Re: 3D TileEditor
«
Reply #17 on:
February 14, 2018, 01:11:04 AM »
Looks really good.
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iWasAdam
Hero Member
Posts: 2057
Re: 3D TileEditor
«
Reply #18 on:
February 14, 2018, 08:28:58 AM »
OK. Now we're getting somewhere...
For todays pic, it's all about the table. It's gone and replaced with construction blueprints - this fits better with the building concept I think?
All we need to do is add in some nice 70's furniture and we're good to go...
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iWasAdam
Hero Member
Posts: 2057
Re: 3D TileEditor
«
Reply #19 on:
February 15, 2018, 08:46:13 AM »
So for todays pic. It's all about the browser:
The browser is the 128 available tiles. initially these could be selected using the bottom tile slider and nudge arrows (at the bottom of the ui)
I've now added a browse button, this brings up the screen as shown with a grid of 15 tiles. these correspond to the tile positions, and you can select then by clicking, or by using the original UI.
You can see that the camera angle changes to allow you to see 15 tiles at a time. This is using a new camera class, which will also be used throughout as well and will allow smooth camera sweeps from one camera to another.
You can see that the tiles are completely rendered with all FX and lights, etc.
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iWasAdam
Hero Member
Posts: 2057
Re: 3D TileEditor
«
Reply #20 on:
February 16, 2018, 12:26:39 PM »
Todays pic as about buildings:
You can see the 4x4 tile and how the buildings relate to it. Basically this is a single tile just rotated with a couple of quick building added. If one of the aims is to make a towering inferno game, there need to be some context...?
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iWasAdam
Hero Member
Posts: 2057
Re: 3D TileEditor
«
Reply #21 on:
February 17, 2018, 12:41:36 PM »
The Century Plaza has caught fire...
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RemiD
Hero Member
Posts: 1128
Re: 3D TileEditor
«
Reply #22 on:
February 17, 2018, 04:02:06 PM »
Looks good, but the roads are broken, this is weird...
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DualCore AMD E-450, 1646 MHz - 6 Go DDR3 1333 SDRAM - AMD Radeon HD 6320 Graphics (384 Mo) - Windows 7 Home Premium - DirectX 11.0
3DzForMe
Hero Member
Posts: 1177
Re: 3D TileEditor
«
Reply #23 on:
February 17, 2018, 10:36:48 PM »
Impressive work
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happy coding
http://www.gpsrunner.co.uk/8bitfun.html
iWasAdam
Hero Member
Posts: 2057
Re: 3D TileEditor
«
Reply #24 on:
February 18, 2018, 08:24:17 AM »
I've closed the gaps between the roads and sub tiles so it looks let 'gappy'
I think I'm getting a better idea of how this all fits together now
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iWasAdam
Hero Member
Posts: 2057
Re: 3D TileEditor
«
Reply #25 on:
February 19, 2018, 07:13:26 AM »
Been tinkering with the shaders to increase the fidelity of the input bitmaps.
Here's a look VERY close (much closer than I designed it to support)
You can see that the rod textures are 'off' a bit, but I am amazed at how reasonable it looks. And with very low res textures and simple models. I could easily up the scale of both...
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Steve Elliott
Hero Member
Posts: 2918
elgol 2021
Re: 3D TileEditor
«
Reply #26 on:
February 19, 2018, 08:53:07 PM »
A Towering Inferno AND an earthquake?!! Those roads
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Windows 10 64-bit, 16Gb RAM, Intel i5 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)
MacOS Big Sur 64-bit, 8Gb RAM, Intel i5 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB
Linux Mint 19.3 64-bit, 16Gb RAM, Intel i5 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)
Raspberry Pi 400, Pi4, BBC B, C64, ZX Spectrum
Derron
Hero Member
Posts: 3333
Re: 3D TileEditor
«
Reply #27 on:
February 19, 2018, 09:45:57 PM »
Not an Earthquake... It's Elm Street and Freddy sliced the road for us.
bye
Ron
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Steve Elliott
Hero Member
Posts: 2918
elgol 2021
Re: 3D TileEditor
«
Reply #28 on:
February 19, 2018, 09:54:35 PM »
lol sounds like the game is evolving into a disaster movie/horror
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Windows 10 64-bit, 16Gb RAM, Intel i5 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)
MacOS Big Sur 64-bit, 8Gb RAM, Intel i5 2.3 Ghz, Intel Iris Plus Graphics 640 1536 MB
Linux Mint 19.3 64-bit, 16Gb RAM, Intel i5 3.2 GHz, Nvidia GeForce GTX 1050 (2Gb)
Raspberry Pi 400, Pi4, BBC B, C64, ZX Spectrum
iWasAdam
Hero Member
Posts: 2057
Re: 3D TileEditor
«
Reply #29 on:
March 05, 2018, 11:52:57 AM »
Final 3d to 2d code:
What you are looking at is the opengl 3d with a 2d layer.
The 2d layer has a red/blue grid applied. This means that I can now correctly track the 2d mouse in 3d space without models being present.
I spent a lot of time reversing the 3d to get the actual 2d projection, and it is now consistent with all zooms, rotation, transforms etc.
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3D TileEditor
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