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Re: Back to the past... [Re: FBL] #348219
11/24/10 06:54
11/24/10 06:54
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
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Can't you translate the geometry into a static mesh? With a converter, like a3toWmp.exe or with a WED plugin?

Last edited by HeelX; 11/24/10 06:55.
Re: Back to the past... [Re: HeelX] #348267
11/24/10 16:44
11/24/10 16:44
Joined: Sep 2003
Posts: 9,859
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FBL Offline OP
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FBL  Offline OP
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Joined: Sep 2003
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This is quite some extra work which I'll maybe do later - if the whole thing turns out to be usable one day.

Re: Back to the past... [Re: FBL] #348298
11/24/10 20:31
11/24/10 20:31
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Posts: 5,900
Bielefeld, Germany
Could you try to implement the ssao shader from Heelx?

Re: Back to the past... [Re: Pappenheimer] #348304
11/24/10 21:16
11/24/10 21:16
Joined: Sep 2003
Posts: 9,859
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FBL Offline OP
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FBL  Offline OP
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All the fancy stuff will be done once I have all the import stuff correct. And there's still some way to go.

Palettes are auto generated now, but A8 needs them before the scripts are compiled, so I have no chance doing the whole thing with one engine call.

Later I'll have to divide the project into a converter and a level loader.
The level loader ideally can be included into any project and it does all the stuff like loading the map, placing all the entities, taking care of ambient values, transparency effects etc...

I have no idea how long it takes until I get there, though...

Re: Back to the past... [Re: FBL] #348314
11/24/10 23:01
11/24/10 23:01
Joined: Sep 2003
Posts: 9,859
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FBL Offline OP
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I'd really love to have a new entity type: mesh
So I'm able to have static geometry with skins and collision, but without all the entity overhead...

Re: Back to the past... [Re: FBL] #354928
01/23/11 12:47
01/23/11 12:47
Joined: Sep 2003
Posts: 9,859
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FBL Offline OP
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Some new pics.

The first one shows there's still some work to do.
A shot from the probably most complex and challenging level ever made with Acknex3. Abiventure 2 by Crew99



Simpler levels are next to no problem anymore. The sky shader provided by HeelX is working fine - scaling and offset of sky texture needs more work, but that's part of the converter tool. Shot from World of Kandoria (my work).


One more shot. Deathman's Island by Lutz Hüls. This one renders just about perfect in A8 (except the sky).


Re: Back to the past... [Re: FBL] #355107
01/24/11 17:44
01/24/11 17:44
Joined: Sep 2003
Posts: 9,859
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FBL Offline OP
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Adeptus A3 (by Harald Schmidt)







Re: Back to the past... [Re: FBL] #355109
01/24/11 17:54
01/24/11 17:54
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Caucasus
This all screens looks really great, but the worst thing for me here is, that A8 still uses textures from A3...
Otherwise, I have to say that levels are great, and someone had done a great job.


Looking for free stuff?? Take a look here: http://badcom.at.ua
Support me on: https://boosty.to/3rung
Re: Back to the past... [Re: 3run] #355110
01/24/11 17:58
01/24/11 17:58
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
Quote:
but the worst thing for me here is, that A8 still uses textures from A3...

Haha I've thought exactly the same!
Nice work, Firoball!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Back to the past... [Re: Superku] #355131
01/24/11 20:19
01/24/11 20:19
Joined: Jun 2006
Posts: 379
Flevoland, 5 meters under wate...
Roel Offline
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Roel  Offline
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Posts: 379
Flevoland, 5 meters under wate...
NICE!
I still remember adeptus, it came with the a6 commercial 6.10...
liked it back then.


Check out the throwing game here: The throwing game
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