3D TileEditor

Started by iWasAdam, February 02, 2018, 08:30:40

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Steve Elliott

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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RemiD


GaborD


iWasAdam

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...

iWasAdam

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.

iWasAdam

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...?

iWasAdam

The Century Plaza has caught fire...

RemiD

#22
Looks good, but the roads are broken, this is weird...

3DzForMe

BLitz3D, IDEal, AGK Studio, BMax, Java Code, Cerberus
Recent Hardware: Dell Laptop
Oldest Hardware: Commodore Amiga 1200 with 1084S Monitor & Blitz Basic 2.1

iWasAdam

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 :)

iWasAdam

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...

Steve Elliott

A Towering Inferno AND an earthquake?!!  Those roads   ;)
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Derron

Not an Earthquake... It's Elm Street and Freddy sliced the road for us.


bye
Ron

Steve Elliott

lol sounds like the game is evolving into a disaster movie/horror  ;)
Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
Win11 16Gb 12th Gen Intel i5 12450H 2Ghz Nvidia RTX 2050 8Gb
Win11  Pro 8Gb Celeron Intel UHD Graphics 600
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macOS 32Gb Apple M2Max
pi5 8Gb
Spectrum Next 2Mb

iWasAdam

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.  ;D